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rhagelstrom
May 30th, 2021, 02:30
Better Combat Effects extension allows for fine tuning of when effects are enabled, disabled, removed, and added.

Supports CoreRPG but additional functionality for 5E/3.5E/4E/PFRGP

You can find Better Combat Effects on the Forge (https://forge.fantasygrounds.com/shop/items/76/view) with full documentation

Better Combat Effects Gold (https://forge.fantasygrounds.com/shop/items/155/view) is an version of Better Combat Effects which provides more integrated support with 5E Automatic Effects packages (https://www.dmsguild.com/product/352166/FANTASY-GROUNDS-5E-Automatic-Effects--All-Rule-Books-BUNDLE?affiliate_id=1549348&src=GrimPress)

V 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
V 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
V 2.39
Fixed - 3.5E conflict with Kelrugem's Extended Automation and Overlays
V 2.40
Fixed - 4E script error applyDamage
V 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
V 2.42
Fixed - Script error -X 3.5E/4E
V 2.43
Fixed - Apply type not transferred from custom effects list when tags that add effect fire
V 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
V 2.45
Fixed - Exhausted conflict when using Advanced Effects
Fixed - Client script error using Requested Rolls with ongoing saves 3.5E/5E
V 2.46
Fixed - Duplicate effects added on expire
Fixed - Savemods not working for ongoing saves
Fixed - Rest tags not working for NPCs
Fixed - Ongoing Saves incorrectly built with Effects Builder
V 2.47
Compatibility - 5E/3.5E - Ongoing saves can be written as SAVE***: (N) [ability] or SAVE***: [ability] (N)
V 2.48
Fixed: EXPIREADD adding twice....again
Fixed: Rare script error with ongoing saves
Fixed: Potential script error with experimental parsing
Added: Save icon for save messages output to chat
Added: (5E) Option to add or not add prone to unconscious NPCs with Undead Fortitude trait
Documentation update
V 2.49
Fixed: Ongoing saves conflicting with BIDI extension
Fixed: Ongoing saves not taking into account save filter
Code cleanup
V 2.50
5E Fixed - Support for Advanced Effects not working as intended
5E Support - Untrue Effects
V 2.50.1
Hotfix: ActionDamage.applyDamage header change in 5E Ruleset
V 2.51
Fixed: 5E script error when using advanced effects from ruleset change
Support: 35E/PF1E Support for advanced effects extension
V 2.52
Fixed: Changed ongoing saves to fall within the pipeline. Fixes Evasion/Avoidance issue. Should also prevent/solve other corner case issues. This is how I wanted to originally implement ongoing saves but at the time I didn't know enough to do it correctly.
Removed: Add Prone on unconscious as now native in ruleset
Documentation update: SAVE tags format changed from SAVE: ABILITY (N) to SAVE: (N) ABILITY
V 2.53
Fixed: Save handler not overridden just registered for
V 2.54
Fixed: SAVEADD not working with requested rolls and rolled from a client
V 2.55
Fixed: More guards around delayed expire for EXPIREADD support
Fixed: Adjustment for [SDC] as first option in ongoing saves
V 2.56
Fixed: DMGADD tag family not working from client
V 2.57
Changed: Forced ongoing saves to use new mod format. Will re-write effects with old format as new format
Fixed: Conflict with Constitutional Amendments on string contains
Added: Guard to protect against malformed effects
V 2.58
Fixed: FROMAURA applying multiple times
Changed: Toned down the save icon color to fit more in with default theme
V 2.59
Changed: Damage adjust for extension compatibility
Changed: Save icon to dull shield
V 2.59
Fixed: [SDC] translation not working properly when applied from a power
Fixed - Script error in experimental parsing when text does not have a save modifier
Changed - SAVEDMG in effect builder for mod format
Changed: Save icon to dull shield
V 2.60
Fixed: [SDC] translation not working properly when applied from a power
Fixed - Script error in experimental parsing when text does not have a save modifier
Changed - SAVEDMG in effect builder for mod format
V 2.61
Fixed: [SDC] not taking into account power bonus in addition to group bonus when replaced when applied from a power
V 2.62
Fixed: Not all cases handled for translating SDC within a power
V 2.63
Fixed: SAVEDMG not applied when effect set to disabled. SAVEDMG will still not be applied when effect is removed before the save is resolved. Known deficiency
V 2.65
Fixed: Effects Builder DMGCS and SAVEO
V 4.0
Feature: BCE saves support (RA) which will remove the effect on a failed or successful save
Feature: DMGR will now stack with itself
Under the Hood: Moved signifgant code around to more fall in line with the FG paradigm and pipelines. Should be easier to maintain and less prone to errors
Under the Hood: Added a binary sorter for better performance when searching custom effects window with a lot of effects.
V 4.1
Fixed: Saves for Pathfinder not working
V 4.2
Fixed: PFRPG Conflict with Advanced Automation and Overlays extension
Fixed: Add effect/condition tags where not adding condition
Fixed: (R) removing on any save rather than just success
V 4.3
Fixed tags SDMGOS,SREGENS, STREGENS, SDMGOE, SREGENE, STREGENE fireing when the were not suppose to
Under the Hood: Luacheck for automated code checking for errors/warnings
Under the Hood: Formatting
V 4.4
Fixed: Script error when damage applied is negative
Fixed: Script error when using -X
V 4.5
Fixed: PFRPG script errors and Kelrugem overlay(s) support
V 4.7
Fixed: PFRPG tag STACK code missed in refactor
Fixed: On add tags not doing something when target is self
Fixed: Tags without modifiers not processing
Fixed: STURNRE/STURNRS needs adjusting with refactor
V 4.8
Fixed: PFRPG added back saves ability to be long form or shortform. Long form is deprecated
Fixed: Cleaned up effects builder support
More DB calls cleanup
4.9
Feature: Added DUR so the effect duration can be set on add
Fixed: SAVEDMG not working if effect is disabled before damage is calculated
Changed: TURNRS, TURNRE will remove if effect disabled
4.10
Feature: Change state added a change state cycler in the CT, powers, custom effects window. Change state tags are all the tags that Activate/Disable/Remove an effect on start or end of turn. Should see better performance on change of turn.
Feature: DUSE which disables effect when it is used added to the Apply cycler
Feature: Option to Deprecate Change State tags. You need to enable this for the performance gains however the Change State tags will no longer work so you'll have to have all your change state done via the cycler.
Notice: At some point in the future Change State tags will be deprecated and removed. Since this is such a big change there will be a few months worth of grace period.
Fixed: [SDC] not calculated correctly for warlock
Fixed: Tag SDC not adding bonus to [SDC] on replace
4.10
Fixed: Logic for change state cyclers
Fixed: SAVEA
Fixed: (RA) not removing
Changed: RTE will not add +1 dur
4.11
Fixed: Change State cycler SDS not working
4.13
Feature: Effects Migrator
Fixed: CS none with duration sometimes increasing duration
Version Update: 5.14
4.14
Fixed: Change State Remove on end of turn needed some tweaking
4.15
Under the Hood: Performance improvement on change turn
Fixed: More descriptive labels for ongoing damage and ongoing regen
4.16
Fixed: Change State encoded to CT when loaded from module via Equipped Effects or similar extension
Fixed: Chance template name collision with Random Encounter Generator extension
Fixed: Script error when dragging attack roll from chat to CT
Changed: DMGR with an empty filter will assume all. all is no longer required for all
4.17
Fixed: NPC Innate Spellecasting with [SDC]
Fixed: Changed utilitybox to match for FG 4.4.0
4.18
Fixed: Migrate Effects dialog for under the hood changes
4.19
Fixed: New custom effects not detected by BCE/G
4.20
Fixed: 5E Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
4.21
Feature: Starfinder RPG support
Fixed: CI indicated potential bugs
4.23
Fixed: SFRPG Damage to Stamina Points without damage to wounds did not trigger DMG tags
4.24
Feature: 5E - [SDC] can be forced to be evaluated from a stat by [SDCINT], [SDCSTR] etc.
Fixed: 5E - [SDC] not falling back to group when cast power isn't present
Fixed: Remove change state not readjusting dur correctly for source effects
Fixed: EXPIREADD descriptors split incorrectly
4.25
Fixed: Migrate window for UI updates

anathemort
May 30th, 2021, 06:19
This is amazing, thanks so much for sharing!

vaughnlannister
May 30th, 2021, 06:20
Nice :D!! Thank you!!!

Aridhro
May 30th, 2021, 09:15
Looks great

SirMotte
May 30th, 2021, 14:20
Awesome!

Drogo210
June 5th, 2021, 15:10
Just tested, what can I say AWESOME!

I have a question what's the meaning of TempHp Reduction is Damage??? in option

there is also a small bug. If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.

rhagelstrom
June 5th, 2021, 16:23
Just tested, what can I say AWESOME!

I have a question what's the meaning of TempHp Reduction is Damage??? in option

there is also a small bug. If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.

Since Temp HP is considered a buffer from damage, when that setting is set to off, the damage logic of this extension won't be executed for temp HP reduction but only HP reduction. If you wish for the logic to always be executed, then set that the option to on.

Thanks for the bug report. I'll take a look at it and post an update.

Drogo210
June 5th, 2021, 16:48
Since Temp HP is considered a buffer from damage, when that setting is set to off, the damage logic of this extension won't be executed for temp HP reduction but only HP reduction. If you wish for the logic to always be executed, then set that the option to on.


Can you make me an example? because I am confused about how it works or does not work :). If is set off and I have Temp HP it would not reduce by Temp HP but my HP? If so why should I use it? I didn't see any logic (script) for bypassing HP Temp

rhagelstrom
June 5th, 2021, 18:48
Can you make me an example? because I am confused about how it works or does not work :). If is set off and I have Temp HP it would not reduce by Temp HP but my HP? If so why should I use it? I didn't see any logic (script) for bypassing HP Temp

Example might be best. Character has 10 Temp HP. Character gets hit and takes 5 damage, which reduces its Temp HP to 5 and the HP stays the same. With that option set to off: if the character has a cloak of displacement, the cloak would NOT be disabled until the start of the next turn because the character didn't technically take damage but a reduction in Temp HP. With it set to on, the cloak would be disabled.

So it is basically asking you if you play temp HP like more hit points, or is it more like some sort of magical force field that protects you.

Drogo210
June 5th, 2021, 21:47
Example might be best. Character has 10 Temp HP. Character gets hit and takes 5 damage, which reduces its Temp HP to 5 and the HP stays the same. With that option set to off: if the character has a cloak of displacement, the cloak would NOT be disabled until the start of the next turn because the character didn't technically take damage but a reduction in Temp HP. With it set to on, the cloak would be disabled.

So it is basically asking you if you play temp HP like more hit points, or is it more like some sort of magical force field that protects you.

Holy Cow, nice!

Apocrypha
June 6th, 2021, 04:32
I thought this would help with an effect I need to be removed at the end of a single players turn but it doesn't seem to do that unless I am doing something wrong. For instance it says that TURNRE will cause the effect to be REMOVED at the END of the PC/NPC turn but what happens is it is removed after ALL PC turns are done not just the one player. How is this different from the duration of one round which is already in FG?

GKEnialb
June 7th, 2021, 03:20
Looks really great!

rhagelstrom
June 7th, 2021, 22:53
I thought this would help with an effect I need to be removed at the end of a single players turn but it doesn't seem to do that unless I am doing something wrong. For instance it says that TURNRE will cause the effect to be REMOVED at the END of the PC/NPC turn but what happens is it is removed after ALL PC turns are done not just the one player. How is this different from the duration of one round which is already in FG?

I updated this to what you are looking for I believe. You just have to add the STURNRE tag.

Added proper automation of stunning strike so the stunned condition is removed at the correct time.

rhagelstrom
June 8th, 2021, 16:37
there is also a small bug. If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.

I assume you have FGC. I tested it with a Demo FGC and couldn't recreate. I don't have a FGC license so I'll need some help from someone to figure out why this is happening.

rhagelstrom
June 8th, 2021, 16:48
For instance it says that TURNRE will cause the effect to be REMOVED at the END of the PC/NPC turn but what happens is it is removed after ALL PC turns are done not just the one player. How is this different from the duration of one round which is already in FG?

TURNRE will remove the effect from the character the effect is on at the end of that characters turn.

Default FG behavior is to adjust/remove effects on an initiative value. The initiative value is set to the same initiative value of the character who applied the effect. The adjustment is the first thing to happen at that initiative on the CT. You may notice that effects end before you want them to especially if there are multiple CT entries with the same initiative. This extension gives you a finer control over such things

anathemort
June 8th, 2021, 16:58
Really great extension, covers a lot of bases.

Is there a way to add a modifier to the REST tags, such as RESTL2 for Exhaustion 2? This would only remove the effect after 2 long rests, so we could automate the whole exhaustion stack:


EXHAUSTION: 1; RESTL
EXHAUSTION: 2; RESTL2

Drogo210
June 8th, 2021, 17:00
I assume you have FGC. I tested it with a Demo FGC and couldn't recreate. I don't have a FGC license so I'll need some help from someone to figure out why this is happening.

You do assume wrong :). I have FGU. I am still having this issue :)

rhagelstrom
June 8th, 2021, 17:10
Really great extension, covers a lot of bases.

Is there a way to add a modifier to the REST tags, such as RESTL2 for Exhaustion 2? This would only remove the effect after 2 long rests, so we could automate the whole exhaustion stack:


EXHAUSTION: 1; RESTL
EXHAUSTION: 2; RESTL2


Yes that could be done I think pretty easily. I'll add it to the list

rhagelstrom
June 8th, 2021, 17:44
You do assume wrong :). I have FGU. I am still having this issue :)

Oh I see it now. I never knew that was a thing :) Unfortunatly the on my end the extension shows up in the list but I'll play around with it more. Thanks!

Drogo210
June 8th, 2021, 18:19
Oh I see it now. I never knew that was a thing :) Unfortunatly the on my end the extension shows up in the list but I'll play around with it more. Thanks!

Just to show you.
47425

If you restart FGU, it will reappear!

MeAndUnique
June 8th, 2021, 18:26
At a blind guess it may have to do with resources not getting cleaned up appropriately in onClose()?

Trenloe
June 8th, 2021, 18:47
Have a look in console.log to see if there are any warnings about that extension.

Drogo210
June 8th, 2021, 18:52
Have a look in console.log to see if there are any warnings about that extension.

None :)

anathemort
June 8th, 2021, 21:02
Just to show you.
47425

If you restart FGU, it will reappear!

This doesn't happen on my end either, and I would hazard a guess that it's entirely outside the bounds of the extension. Might be worth raising with the FGU House of Healing board with a zip of your test campaign.

Drogo210
June 8th, 2021, 21:55
This doesn't happen on my end either, and I would hazard a guess that it's entirely outside the bounds of the extension. Might be worth raising with the FGU House of Healing board with a zip of your test campaign.

Leave it...solved ;)

rhagelstrom
June 9th, 2021, 03:06
I uploaded V1.2
Fixed script bug that was introduced in v1.1 for the DMG tags.
Cleaned up properly in OnClose, maybe this fixes the disappearing extension when returning to launcher?
Fixed bug where effects of the same name weren't allowed to stack if applied by different actors

Feature Exhaustion Automation
The exhaustion stack is automated if the RESTL tag is used.
Exhaustion; EXHAUSTION: 3; RESTL will be reapplied as Exhaustion; EXHAUSTION: 2; RESTL on a long rest. If EXHAUSTION is 1, the effect will be removed on long rest.

Also, Exhaustion will be automaticlly added if a character already has exhaustion. Example, if the character has EXHAUSTION: 1, Applying the effect EXHAUSTION: 3 to the character will show EXHAUSTION: 4 in the CT.

Exhaustion; EXHAUSTION; RESTL

The above effect applied to the character will result in Exhaustion; EXHAUSTION: 1; RESTL on the combat tracker. Applied again will result in Exhaustion; EXHAUSTION: 2; RESTL

I debated if the RESTL tag should be needed for this or not but I decided yes to avoid confusion and also allow people to decrement the exhaustion level manually. I'm open to suggestions on it.

MeAndUnique
June 9th, 2021, 15:11
I uploaded V1.2
Fixed script bug that was introduced in v1.1 for the DMG tags.
Cleaned up properly in OnClose, maybe this fixes the disappearing extension when returning to launcher?
Fixed bug where effects of the same name weren't allowed to stack if applied by different actors

Feature Exhaustion Automation
The exhaustion stack is automated if the RESTL tag is used.
Exhaustion; EXHAUSTION: 3; RESTL will be reapplied as Exhaustion; EXHAUSTION: 2; RESTL on a long rest. If EXHAUSTION is 1, the effect will be removed on long rest.

Also, Exhaustion will be automaticlly added if a character already has exhaustion. Example, if the character has EXHAUSTION: 1, Applying the effect EXHAUSTION: 3 to the character will show EXHAUSTION: 4 in the CT.

Exhaustion; EXHAUSTION; RESTL

The above effect applied to the character will result in Exhaustion; EXHAUSTION: 1; RESTL on the combat tracker. Applied again will result in Exhaustion; EXHAUSTION: 2; RESTL

I debated if the RESTL tag should be needed for this or not but I decided yes to avoid confusion and also allow people to decrement the exhaustion level manually. I'm open to suggestions on it.

I support the explicit RESTL decision. I've seen some third party curses and the like that apply exhaustion until Greater Restoration, for example.

anathemort
June 9th, 2021, 16:45
I agree w/MeAndUnique. Explicit is good and clear. Thanks for the awesome implementation!

anathemort
June 9th, 2021, 16:56
I uploaded V1.2
Fixed script bug that was introduced in v1.1 for the DMG tags.
Cleaned up properly in OnClose, maybe this fixes the disappearing extension when returning to launcher?
Fixed bug where effects of the same name weren't allowed to stack if applied by different actors

Feature Exhaustion Automation
The exhaustion stack is automated if the RESTL tag is used.
Exhaustion; EXHAUSTION: 3; RESTL will be reapplied as Exhaustion; EXHAUSTION: 2; RESTL on a long rest. If EXHAUSTION is 1, the effect will be removed on long rest.

Also, Exhaustion will be automaticlly added if a character already has exhaustion. Example, if the character has EXHAUSTION: 1, Applying the effect EXHAUSTION: 3 to the character will show EXHAUSTION: 4 in the CT.

Exhaustion; EXHAUSTION; RESTL

The above effect applied to the character will result in Exhaustion; EXHAUSTION: 1; RESTL on the combat tracker. Applied again will result in Exhaustion; EXHAUSTION: 2; RESTL

I debated if the RESTL tag should be needed for this or not but I decided yes to avoid confusion and also allow people to decrement the exhaustion level manually. I'm open to suggestions on it.

I'm finding that the shortcut
Exhaustion; EXHAUSTION; RESTL is not working quite as described. If I have a CT actor with no exhaustion effect, and apply this effect as written, it shows exactly as written (not with ":1" appended). However, if I already have Exhaustion:X on the actor, it will be incremented correctly, so it's very close and usable! And resting decrements correctly, which is really the most helpful piece :)

Darth Decisive
June 10th, 2021, 01:39
This extension is INCREDIBLE. ESPECIALLY for people who roll initiative each round using FG!

Question, though! The effects that remove at the beginning/end of various turns don't seem to be able to work with spells that are concentration (C). Is there any way future updates could add that functionality?

rhagelstrom
June 10th, 2021, 02:32
This extension is INCREDIBLE. ESPECIALLY for people who roll initiative each round using FG!

Question, though! The effects that remove at the beginning/end of various turns don't seem to be able to work with spells that are concentration (C). Is there any way future updates could add that functionality?

I see it doesn’t remove properly with concentration. I’ll look at that.

If I’m understanding this right you want something like the enlarge/reduce effect to be removed from the target when the caster changes concentration on the spell?

Please give me an example of your use case so I better understand what you are trying to do

@anathemort you are right about the generic exhaustion. I thought I had that. I’ll fix it next version. Just use EXAUSTION: 1 as it is essentially the same thing

rhagelstrom
June 12th, 2021, 00:16
Version update 1.3
- Feature - Readjust effects act on initiative value at the start of every round if using "Roll init each round" house rule
- Feature - Concentration will be dropped and effects removed when an actor changes to a different concentration spell
- Fixed - Default EXHAUSTION macro did not apply properly to EXHAUSTION: 1
- Fixed - Effects that had a concentration component were not being removed correctly

MeAndUnique
June 12th, 2021, 16:55
Version update 1.3
- Feature - Readjust effects act on initiative value at the start of every round if using "Roll init each round" house rule
- Feature - Concentration will be dropped and effects removed when an actor changes to a different concentration spell
- Fixed - Default EXHAUSTION macro did not apply properly to EXHAUSTION: 1
- Fixed - Effects that had a concentration component were not being removed correctly

Is there a way to allow for multiple concentration effects, or disable this feature? I'm using Strongholds & Followers (https://www.fantasygrounds.com/store/product.php?id=MCDM5ESAF), which gives Wizards the ability to concentrate on two spells at once.

rhagelstrom
June 12th, 2021, 18:14
Is there a way to allow for multiple concentration effects, or disable this feature? I'm using Strongholds & Followers (https://www.fantasygrounds.com/store/product.php?id=MCDM5ESAF), which gives Wizards the ability to concentrate on two spells at once.

Sure. Version update
- Fixed - TRUNRS,TURNRE,STRUNRS,STURNRE respect duration. These will only remove the effect now if the current duration is 1.
- Feature - Toggle option added to restrict concentration to a single spell. Default to off.
- Removed - TURNREN removed since the remove functions respect duration and therefore is not needed

MrDDT
June 21st, 2021, 21:42
Holy smokes this is awesome. Much needed thank you.

0m0n
June 22nd, 2021, 02:15
This is really good.

Anyone know a better way to automate EXHAUSTION 2 using Mad Nomads character effects with this? At the moment I have to add an extra effect when at EXHAUSTION 2 with Speed-X to show the speed reduction on the character sheet. Would be good if this extension could use a custom EXHAUSTION effect if one exists in effects that way it would auto pickup the one I create but that could be difficult.

rhagelstrom
June 22nd, 2021, 04:42
Anyone know a better way to automate EXHAUSTION 2 using Mad Nomads character effects with this? At the moment I have to add an extra effect when at EXHAUSTION 2 with Speed-X to show the speed reduction on the character sheet. Would be good if this extension could use a custom EXHAUSTION effect if one exists in effects that way it would auto pickup the one I create but that could be difficult.

I could probably make something like this work for EXHAUSTION 2, 4, and 5.

0m0n
June 22nd, 2021, 05:25
I could probably make something like this work for EXHAUSTION 2, 4, and 5.

That would be fantastic if you could. I'm having a lot of fun with this extension. I don't have to keep reminding one of my wizard players that Mage Armour doesn't last forever :)

Darth Decisive
June 22nd, 2021, 06:36
Man, the concentration removal is super handy! Is there any chance we will eventually see that apply to concentration effects that you cast on yourself as well? As of right now, it doesn't seem to (even though that's ultimately not an extremely hard thing to remove oneself).

rhagelstrom
June 24th, 2021, 20:34
Version update to 1.5

Remove effect on save support
Ongoing Save support
Extra exhaustion automation to support Mad Nomads Character Sheet Effects Display (I don't own that extension so I couldn't test this)


Man, the concentration removal is super handy! Is there any chance we will eventually see that apply to concentration effects that you cast on yourself as well? As of right now, it doesn't seem to (even though that's ultimately not an extremely hard thing to remove oneself).

It should do that already. I tested it and it worked how I thought it worked. If you give me a specific example I can take a look at it.

Darth Decisive
June 25th, 2021, 20:42
Version update to 1.5


It should do that already. I tested it and it worked how I thought it worked. If you give me a specific example I can take a look at it.


As of a recent update, I believe it does now. Thank you!

plap3014
June 28th, 2021, 01:56
Hi, someone have a list made of what command you use for your game as a DM?

regards

Drogo210
June 28th, 2021, 15:59
It does it again.

If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.

rhagelstrom
June 28th, 2021, 18:29
Minor bug fix update 1.6:
Fixed Apply effect which replaces ability score from power while using Mad Nomads Character Sheet Effects Display was not working properly
Fixed Ongoing saves were not respecting disabled
Removed There was some hidden file cruft in pervious versions which shouldn't have been there


It does it again.

If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.

Unfortunately I can't reproduce this error. When I "Return to Launcher" the extension is listed. I did remove a couple of hidden files that seemed so sneak their way into the previous versions, perhaps that was the cause?


Hi, someone have a list made of what command you use for your game as a DM?

regards

I don't have a full list of codings for RAW stuff. I have thought about doing that but haven't gotten around to it. I have included some that I use in the instructions as examples.

nephranka
June 29th, 2021, 10:59
I was wondering if you have plans to add a command to handle actions that only happen once a turn, like sneak attack or favored foe for ranges in TCE?

This has some really cool features. I am looking forward to using it.
Thanks!

jrowsey1
June 29th, 2021, 16:21
This extension already handles that

https://www.dmsguild.com/product/312684/Fantasy-Grounds-Turn-Based-Effects

nephranka
June 29th, 2021, 17:07
This extension already handles that

https://www.dmsguild.com/product/312684/Fantasy-Grounds-Turn-Based-Effects

I have that one. Thanks!
I was hoping this would cover it and allow me to reduce the number of ext I use. Just like this one does on going saves and there is one in the DMsGuild that does that as well.

MrDDT
June 29th, 2021, 19:19
I have that one. Thanks!
I was hoping this would cover it and allow me to reduce the number of ext I use. Just like this one does on going saves and there is one in the DMsGuild that does that as well.

I'm of the other thought. I don't care how many EXTs I'm using really, I just want them to do what they should do and limiting in scope. Make another EXT that does the other thing instead of adding it into the same EXT. Because the problem is if you do not like 1 item in an EXT, you might not be able to use the whole EXT.
Also they have way more conflicts that way and harder to tract down which is what if you have a few exts doing a ton of diff stuff.

Also I kinda like when people sell things on the DMsGuild instead of just posting it for free on the forums (WHAT? I know listen). Because then it's updated more, its also easier to keep track and they more likely to work with other EXT makers to limit conflicts.

nephranka
June 29th, 2021, 19:52
I'm of the other thought. I don't care how many EXTs I'm using really, I just want them to do what they should do and limiting in scope. Make another EXT that does the other thing instead of adding it into the same EXT. Because the problem is if you do not like 1 item in an EXT, you might not be able to use the whole EXT.
Also they have way more conflicts that way and harder to tract down which is what if you have a few exts doing a ton of diff stuff.

Also I kinda like when people sell things on the DMsGuild instead of just posting it for free on the forums (WHAT? I know listen). Because then it's updated more, its also easier to keep track and they more likely to work with other EXT makers to limit conflicts.

Fair.

I figure that onturn action is in alignment with the general purpose of this ext and it is not a reach to included it in the whole. Including it does not require usage. I don't use parts of this one now. Options are good.

I also agree with paying. Updates are good and it the singular point of failure of the free system.

MeAndUnique
June 29th, 2021, 20:15
There's a balancing act for sure. Extension fragmentation comes with downsides, some of which can be more easily mitigated than others. This first is that extensions require manual updating, so more extensions means more work for end users to keep em up to date. The second is that of common infrastructure: related features often use the same code under the hood, so fragmenting the features into distinct extensions requires duplicating that code as well as increasing its complexity so that it doesn't interfere with itself in each fragment. This third is that while each extension on its own may be simpler and less likely to conflict, more extensions means more work to identify where the conflict is coming from.

As for free vs paid... On behalf of myself and many of the free extension developers here on the forums, I'm so very sorry that clearly we have misunderstood the arrangement. I for one will be sure to be less responsive on updates, as is expected of me :p (completely joking of course). In all seriousness, I have absolutely no ill will toward those who wish to be paid for their hard work. And I admit it does sting at least a bit that it is assumed I, or any developer, would be less serious about my work because I have decided I would like to share it as a gift to the community.

BaneTBC
June 29th, 2021, 20:36
I don't think they were really meaning that any of the folks, quite a few of who also produce paid extensions, have any less integrity or dedication. And just because you paid for an extension once, does not actually obligate the developer to endlessly update it every time there's a change or a conflict with another extension (there are several paid\non-paid where people have just walked away because of their own interests\time commitments\et al). There is a slight incentive for those who produce paid extensions to do those updates\fixes, though, if they wish to have additional sales.

With that said, I really appreciate what everyone does to make the sessions I run easier, more fluid, and less hassle for me doing things during the session so I can concentrate on the players instead of the medium.

rhagelstrom
June 29th, 2021, 21:52
I was wondering if you have plans to add a command to handle actions that only happen once a turn, like sneak attack or favored foe for ranges in TCE?

This has some really cool features. I am looking forward to using it.
Thanks!

There is no plans for redoing any of the stuff in Kents Automatic packages. They are all stable, easy to use, and don't conflict with anything that I know of.

nephranka
June 29th, 2021, 21:53
There's a balancing act for sure. Extension fragmentation comes with downsides, some of which can be more easily mitigated than others. This first is that extensions require manual updating, so more extensions means more work for end users to keep em up to date. The second is that of common infrastructure: related features often use the same code under the hood, so fragmenting the features into distinct extensions requires duplicating that code as well as increasing its complexity so that it doesn't interfere with itself in each fragment. This third is that while each extension on its own may be simpler and less likely to conflict, more extensions means more work to identify where the conflict is coming from.

As for free vs paid... On behalf of myself and many of the free extension developers here on the forums, I'm so very sorry that clearly we have misunderstood the arrangement. I for one will be sure to be less responsive on updates, as is expected of me :p (completely joking of course). In all seriousness, I have absolutely no ill will toward those who wish to be paid for their hard work. And I admit it does sting at least a bit that it is assumed I, or any developer, would be less serious about my work because I have decided I would like to share it as a gift to the community.

Again, great points. I think the free community here is very good and very responsive (present company included!) but I do see the pay side having the addition drivers keeping them current. There have been a few ext that have just drifted away and that sucks when you get invested into them (I am looking at you RFIA+).

nephranka
June 29th, 2021, 21:55
There is no plans for redoing any of the stuff in Kents Automatic packages. They are all stable, easy to use, and don't conflict with anything that I know of.

Thanks for the update!

0m0n
July 1st, 2021, 00:30
Version update to 1.5

Remove effect on save support
Ongoing Save support
Extra exhaustion automation to support Mad Nomads Character Sheet Effects Display (I don't own that extension so I couldn't test this)



It should do that already. I tested it and it worked how I thought it worked. If you give me a specific example I can take a look at it.

The exhaustion works great so far. Any chance to add the following to Exhaustion 1 & 3 so the effects show on the character sheet? Love your work by the way.

EXHAUSTION 1
DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma

EXHAUSTION 3
DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma

rhagelstrom
July 1st, 2021, 03:23
The exhaustion works great so far. Any chance to add the following to Exhaustion 1 & 3 so the effects show on the character sheet? Love your work by the way.

EXHAUSTION 1
DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma

EXHAUSTION 3
DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma

I could but I'd have to add all that to the effect in the combat tracker and it would get a bit verbose. This might be something better for Mad Nomad's extension as it would be cleaner and he could process/calculate the exhaustion level and make the adjustments there.

Following on that thought, he could do the same for any of the other conditions if present, I don't know maybe he does already.

Dudin
July 1st, 2021, 13:48
Thanks for this awesome extension! They adds so many nice optimizations to so many spells/abilities! :D

rhagelstrom
July 1st, 2021, 15:29
Version update 1.7
Fixed issue where extension was disappearing when returning to launcher
Fixed Not applying conditional statements (IF / IFT)
Fixed Not respecting deactivated status of effect

I had a major oversight in not checking the conditionals which is now corrected. Correcting this made me touch about every part of the code so this is a pretty big code change. I think I have it all working but let me know if you see an issue

A few things to note:
If exhaustion is deactivated, it will not sum when another level is added and it also will not decrement on long rest.
If you use conditionals with the tags SDMGADDS/SDMGADDT/TDMGADDS/TDMGADDT the source (IF) is always the actor applying the effect

Next focus will be supporting additional rulesets

nephranka
July 1st, 2021, 22:15
Version update 1.7
Fixed issue where extension was disappearing when returning to launcher
Fixed Not applying conditional statements (IF / IFT)
Fixed Not respecting deactivated status of effect

I had a major oversight in not checking the conditionals which is now corrected. Correcting this made me touch about every part of the code so this is a pretty big code change. I think I have it all working but let me know if you see an issue

A few things to note:
If exhaustion is deactivated, it will not sum when another level is added and it also will not decrement on long rest.
If you use conditionals with the tags SDMGADDS/SDMGADDT/TDMGADDS/TDMGADDT the source (IF) is always the actor applying the effect

Next focus will be supporting additional rulesets

Thanks for the hard work!

I tested it and it looks like the IF is now respected but the SAVEDMG is acting strange. It rolls the save then does this:
[DAMAGE] FROMAURA [TYPE: untyped (=0)]
Damage [0] -> [to test]

I am using your:
Moonbeam; SAVEOS: CON 14 (H)(M); SAVEDMG: 2d10 radiant

and the Auras ext,

Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant




I also gave the Web code a try...it is rolling DIS for the save and no matter the result removing the effect.

[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 15]
Save [6][vs. DC 14] -> [for test] [FAILURE]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on test]


[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 20]
Save [25][vs. DC 14] -> [for Adult Brass Dragon] [SUCCESS]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on Adult Brass Dragon]

Code:
Web; Restrained; SAVES: DEX 14

rhagelstrom
July 1st, 2021, 23:34
Thanks for the hard work!

I tested it and it looks like the IF is now respected but the SAVEDMG is acting strange. It rolls the save then does this:
[DAMAGE] FROMAURA [TYPE: untyped (=0)]
Damage [0] -> [to test]

I am using your:
Moonbeam; SAVEOS: CON 14 (H)(M); SAVEDMG: 2d10 radiant

and the Auras ext,

Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant




I also gave the Web code a try...it is rolling DIS for the save and no matter the result removing the effect.

[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 15]
Save [6][vs. DC 14] -> [for test] [FAILURE]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on test]


[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 20]
Save [25][vs. DC 14] -> [for Adult Brass Dragon] [SUCCESS]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on Adult Brass Dragon]

Code:
Web; Restrained; SAVES: DEX 14

Thank you I'll take a look, sorry for the trouble

nephranka
July 1st, 2021, 23:52
No worries. Glad to help.

rhagelstrom
July 2nd, 2021, 01:09
Version Update 1.8
Fixed issue with SAVEDMG not working correctly


Thanks for the hard work!

I tested it and it looks like the IF is now respected but the SAVEDMG is acting strange. It rolls the save then does this:
[DAMAGE] FROMAURA [TYPE: untyped (=0)]
Damage [0] -> [to test]

Fixed. I originally had a different approach to solving the issue and when I went back through must have missed this one



I also gave the Web code a try...it is rolling DIS for the save and no matter the result removing the effect.

[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 15]
Save [6][vs. DC 14] -> [for test] [FAILURE]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on test]


[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 20]
Save [25][vs. DC 14] -> [for Adult Brass Dragon] [SUCCESS]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on Adult Brass Dragon]

Code:
Web; Restrained; SAVES: DEX 14

Working as intended with the ruleset. Restrained grants DIS on Dex Saves

nephranka
July 2nd, 2021, 01:43
Version Update 1.8
Fixed issue with SAVEDMG not working correctly



Fixed. I originally had a different approach to solving the issue and when I went back through must have missed this one



Working as intended with the ruleset. Restrained grants DIS on Dex Saves

I get the DIS for restraint but I am not sure why it does not matter if I succeed or fail the save the effect is removed. In case #1 it is a fail but in case #2 it is a success yet in both the effect expires?

nephranka
July 2nd, 2021, 01:52
Version Update 1.8
Fixed issue with SAVEDMG not working correctly



Fixed. I originally had a different approach to solving the issue and when I went back through must have missed this one



Working as intended with the ruleset. Restrained grants DIS on Dex Saves

Still have a SAVEDMG issue:

[SAVE] constitution Ongoing Effect [CON DC 14] [MAGIC] [HALF ON SAVE]
Save [11][vs. DC 14] -> [for test] [FAILURE]
[DAMAGE] Ongoing Effect [TYPE: untyped (=0)]
Damage [0] -> [to test]

Code:
SAVEOS: CON 14 (H)(M) SAVEDMG: 2d10 radiant

rhagelstrom
July 2nd, 2021, 01:53
I get the DIS for restraint but I am not sure why it does not matter if I succeed or fail the save the effect is removed. In case #1 it is a fail but in case #2 it is a success yet in both the effect expires?

Let me take a look again, I swear it was working. I took down 1.8 for a bit to avoid a version update while I look at this issue

nephranka
July 2nd, 2021, 01:59
I get the DIS for restraint but I am not sure why it does not matter if I succeed or fail the save the effect is removed. In case #1 it is a fail but in case #2 it is a success yet in both the effect expires?

Also, The restraint should not be applied until after the save?


Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.


So the DIS would be applied to saves after I failed this save not before? Maybe I am using your code incorrectly? Does this code assume they failed the first time and then this is applied to manage future rolls?

Code:
Web; Restrained; SAVES: DEX 15 (M)(C)

rhagelstrom
July 2nd, 2021, 03:56
Also, The restraint should not be applied until after the save?



So the DIS would be applied to saves after I failed this save not before? Maybe I am using your code incorrectly? Does this code assume they failed the first time and then this is applied to manage future rolls?

Code:
Web; Restrained; SAVES: DEX 15 (M)(C)


There was an issue. It worked sometimes but that depended on what the rolls were. I fixed them and the extension is back up.

The way it should work is you are restrained so you roll a dex save with disadvantage. On fail you are still restrained and on success the effect is removed.

rhagelstrom
July 2nd, 2021, 06:16
Also, The restraint should not be applied until after the save?



So the DIS would be applied to saves after I failed this save not before? Maybe I am using your code incorrectly? Does this code assume they failed the first time and then this is applied to manage future rolls?

Code:
Web; Restrained; SAVES: DEX 15 (M)(C)

I had some thinking on this and had to read this a couple of times, but here are some additional thoughts.

The Web effect above is thought to be like a current spell. It is set up as a power, there is a save DC that rolls the dice and on the failed save the web is applied. The web is ongoing so as long as you are stuck in it, you make a save, in this case at the beginning of your turn at disadvantage, to see if you are out. BCE automates the ongoing saves as vanilla FGU you need to do it yourself

Now there is a use case, and I have this in a dev branch as SAVEA, to automate the initial save to apply the web effect. The use case is a web aura, or maybe some sort of home-brew tar ooze. Of course none of this is RAW 5E. So it would look something like this:

WebAura; AURA: 5 all; IF: FACTION(notself); SAVEA: DEX 15; Restrained; SAVES: DEX 15 (M)

The above would roll a regular Dex save at DC 15 to see if the aura is applied and then on failed save would roll a DC 15 Dex at the start of your turns at disadvantage because of restrained.

There is a few things to work out yet. My thoughts are to make Better Combat Effects (BCE) is working properly, add additional rulesets, and then deal with it. bmos doesn't play 5e, so expanding the rulesets for BCE will help to get buy-in.

Hopefully that helps to clarify.

nephranka
July 2nd, 2021, 10:55
There was an issue. It worked sometimes but that depended on what the rolls were. I fixed them and the extension is back up.

The way it should work is you are restrained so you roll a dex save with disadvantage. On fail you are still restrained and on success the effect is removed.

After testing this indeed now works as you describe.

nephranka
July 2nd, 2021, 10:58
I had some thinking on this and had to read this a couple of times, but here are some additional thoughts.

The Web effect above is thought to be like a current spell. It is set up as a power, there is a save DC that rolls the dice and on the failed save the web is applied. The web is ongoing so as long as you are stuck in it, you make a save, in this case at the beginning of your turn at disadvantage, to see if you are out. BCE automates the ongoing saves as vanilla FGU you need to do it yourself

Now there is a use case, and I have this in a dev branch as SAVEA, to automate the initial save to apply the web effect. The use case is a web aura, or maybe some sort of home-brew tar ooze. Of course none of this is RAW 5E. So it would look something like this:

WebAura; AURA: 5 all; IF: FACTION(notself); SAVEA: DEX 15; Restrained; SAVES: DEX 15 (M)

The above would roll a regular Dex save at DC 15 to see if the aura is applied and then on failed save would roll a DC 15 Dex at the start of your turns at disadvantage because of restrained.

There is a few things to work out yet. My thoughts are to make Better Combat Effects (BCE) is working properly, add additional rulesets, and then deal with it. bmos doesn't play 5e, so expanding the rulesets for BCE will help to get buy-in.

Hopefully that helps to clarify.

I would use the SAVEA when it is ready. In my games, the players would cast the spell and I put out a token that uses auras to manage the combat field. If anyone gets in the web it takes care of the saves for me. I recognize this is not how many might do it.

Thanks for the detalis.

nephranka
July 2nd, 2021, 11:03
Still have a SAVEDMG issue:

[SAVE] constitution Ongoing Effect [CON DC 14] [MAGIC] [HALF ON SAVE]
Save [11][vs. DC 14] -> [for test] [FAILURE]
[DAMAGE] Ongoing Effect [TYPE: untyped (=0)]
Damage [0] -> [to test]

Code:
SAVEOS: CON 14 (H)(M) SAVEDMG: 2d10 radiant

This is still not working. The save is rolled but the damage is not coming through.

rhagelstrom
July 2nd, 2021, 14:25
After testing this indeed now works as you describe.

Great I'm glad it is working

nephranka
July 2nd, 2021, 15:19
Great I'm glad it is working

Just in case there was any confusion from my multiple posts, the SAVES is now working but SAVEOS is not letting the SAVEDMG come through. It is sending untyped zero damage on a filed save.

Thanks!

plap3014
July 7th, 2021, 01:35
i try to find this one in the thread, but no chance, it is possible to code this one?

''The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken''

thanks

rhagelstrom
July 7th, 2021, 01:47
Just in case there was any confusion from my multiple posts, the SAVES is now working but SAVEOS is not letting the SAVEDMG come through. It is sending untyped zero damage on a filed save.

Thanks!

I just got back from the long weekend. I'm retesting everything before I push anything out but I'll take a look.



i try to find this one in the thread, but no chance, it is possible to code this one?

''The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken''

thanks

Assuming the save is ongoing with SAVEDMG you also use Constitutional Amendments extension and use the max damage type from that extension I think it should just do. If it is a save you are doing from a power, then Constitutional Amendments alone will handle this.

plap3014
July 7th, 2021, 01:49
Perfect! thanks for your quick reply.

nephranka
July 7th, 2021, 19:44
I just got back from the long weekend. I'm retesting everything before I push anything out but I'll take a look.




Assuming the save is ongoing with SAVEDMG you also use Constitutional Amendments extension and use the max damage type from that extension I think it should just do. If it is a save you are doing from a power, then Constitutional Amendments alone will handle this.

Sounds good. Let me know if you need examples or testing. I would be happy to help.

nephranka
July 10th, 2021, 00:30
I just got back from the long weekend. I'm retesting everything before I push anything out but I'll take a look.




Assuming the save is ongoing with SAVEDMG you also use Constitutional Amendments extension and use the max damage type from that extension I think it should just do. If it is a save you are doing from a power, then Constitutional Amendments alone will handle this.

Upon further testing, it appears that I did not have the syntax correct. Once I fixed that all seems to be working now.

Thanks!

rhagelstrom
July 10th, 2021, 23:48
Version Update 1.9 - Minor fixes and some cleanup. If 1.8 is working for you then you probably don't need to update.

Added automatic NPC save calculation when using [SDC]
Fixed issue where untyped damaged would be output to the chat window when effect was incorrectly coded.

I also have a dev branch that supports 3.5E/Pathfinder1E on Github (https://github.com/rhagelstrom/BetterCombatEffects/tree/dev). I don't play that ruleset so I'm kind of curious if it is useful or if I should just stick with 5E. Also wondering about 4E interest. The saves in 4E are quite a bit different so unless there is interest I'm not sure it is worth my time.



Upon further testing, it appears that I did not have the syntax correct. Once I fixed that all seems to be working now.

Thanks!

Thanks. I fixed this issue

kevininrussia
July 11th, 2021, 00:50
Version Update 1.9 - Minor fixes and some cleanup. If 1.8 is working for you then you probably don't need to update.

Added automatic NPC save calculation when using [SDC]
Fixed issue where untyped damaged would be output to the chat window when effect was incorrectly coded.

I also have a dev branch that supports 3.5E/Pathfinder1E on Github (https://github.com/rhagelstrom/BetterCombatEffects/tree/dev). I don't play that ruleset so I'm kind of curious if it is useful or if I should just stick with 5E. Also wondering about 4E interest. The saves in 4E are quite a bit different so unless there is interest I'm not sure it is worth my time.




Thanks. I fixed this issue

I would be interested in a 4e version. As you mentioned, saves are quite different... but I can see the usefulness of this extension for us 4e people.

nephranka
July 11th, 2021, 11:27
Thanks! If anything comes up I will let you know but it has been working fairly well once I corrected the syntax and understood the use cases.

eporrini
July 11th, 2021, 23:16
I'm trying to add an effect that helps fix the spell Vitriolic sphere in 5e. If you fail your save it applies an additional damage effect on the token that is supposed to trigger at the end of the creatures turn, but in native FGU happens at the beginning of their turn. Is there a way I can make this work using this extension? TURNAE does not seem to be working when I try it with DMGO: 5d4 acid, or with DMG: 5d4 acid. Any help would be appreciated.

rhagelstrom
July 12th, 2021, 00:26
I'm trying to add an effect that helps fix the spell Vitriolic sphere in 5e. If you fail your save it applies an additional damage effect on the token that is supposed to trigger at the end of the creatures turn, but in native FGU happens at the beginning of their turn. Is there a way I can make this work using this extension? TURNAE does not seem to be working when I try it with DMGO: 5d4 acid, or with DMG: 5d4 acid. Any help would be appreciated.

Not currently but I had a similar frustration with ongoing damage last week with a water elemental. Look for this in the next version

Drogo210
July 13th, 2021, 19:27
Hi, there is still a problem with MNM display effects. The classic example Strength drain does not apply the 1d4 roll and in CT effect appears as -1d4

48184

rhagelstrom
July 13th, 2021, 20:10
I was doing some code cleanup and I decided to pull out the exhaustion stuff in the next version and I put exhaustion as its own extension. I think it makes a little more sense for BCE and the whole exhaustion thing kind of took on a life of its own.


Hi, there is still a problem with MNM display effects. The classic example Strength drain does not apply the 1d4 roll and in CT effect appears as -1d4

48184

Thanks I'll take a look

rhagelstrom
July 21st, 2021, 19:50
Version update 2.0 Whew! You can find it BCE in the Forge (https://forge.fantasygrounds.com/shop/items/76/view)

Complete rewrite to support other rule sets. Initial rules sets are 5E/PFRPG/3.5E/4E along with some CoreRPG
Removed Exhaustion and Initiative each round to their own extensions
Removed SAVEOE SAVEOS and instead replaced with SAVEE and SAVES
Added SAVEA which rolls save on add only. Someone can probably find a use with this and Aura
Added DMOE,SDMGOS, SDMGOE, for additional ongoing damage options
Added tags (D) to disable save on success or (R) to remove save on success
Fixed issue where (H) for half on save wasn't functioning proplery
Updated Icon
Changed name to Feature: Better Combat Effects

MrDDT
July 21st, 2021, 19:52
Version update 2.0 Whew! You can find it BCE in the Forge (https://forge.fantasygrounds.com/shop/items/76/view)

Complete rewrite to support other rule sets. Initial rules sets are 5E/PFRPG/3.5E/4E along with some CoreRPG
Removed Exhaustion and Initiative each round to their own extensions
Removed SAVEOE SAVEOS and instead replaced with SAVEE and SAVES
Added SAVEA which rolls save on add only. Someone can probably find a use with this and Aura
Added DMOE,SDMGOS, SDMGOE, for additional ongoing damage options
Added tags (D) to disable save on success or (R) to remove save on success
Fixed issue where (H) for half on save wasn't functioning proplery
Updated Icon
Changed name to Feature: Better Combat Effects

Very nice. Checking it out now.

Apocrypha
July 21st, 2021, 20:36
I just keep going in circles in the Forge trying to download this. Can this not be downloaded from there?

kevininrussia
July 21st, 2021, 20:38
Version update 2.0 Whew! You can find it BCE in the Forge (https://forge.fantasygrounds.com/shop/items/76/view)

Complete rewrite to support other rule sets. Initial rules sets are 5E/PFRPG/3.5E/4E along with some CoreRPG


Downloaded from Forge. So far no issues with 4e. Tested STACK and it works great.
Thanks!

rhagelstrom
July 21st, 2021, 20:44
Click the link in the post above this one

kevininrussia
July 21st, 2021, 20:47
Effect question:

Can this extension be used to apply an effect to a creature that attacks a PC other than the PC that applied the effect to the creature?

"Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target."

eporrini
July 21st, 2021, 20:50
I can't find the download button on the forge. I clicked the free button and it says owned, but no way to download the extension. Any advice?

kevininrussia
July 21st, 2021, 20:56
It is downloaded when you press "Check for Updates" in FG.

Svandal
July 21st, 2021, 20:58
Can extensions be tagged with several rulesets in forge?
This can not be found under 3.5/pathfinder in forge even though it is compatible.
More people can find it if it can be tagged with several rulesets.

rhagelstrom
July 21st, 2021, 21:06
Effect question:

Can this extension be used to apply an effect to a creature that attacks a PC other than the PC that applied the effect to the creature?

"Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target."

Not exactly how you want but maybe something like this will be good enough for you. Add this effect to your NPC
Mark of the Thing; SDMGADDS: New Effect;

And have the following in your custom Effect List
New Effect; DMGOE: 1d8 radiant; TURNRE

rhagelstrom
July 21st, 2021, 21:12
Can extensions be tagged with several rulesets in forge?
This can not be found under 3.5/pathfinder in forge even though it is compatible.
More people can find it if it can be tagged with several rulesets.

Unfortunately you can only tag it as one ruleset in the forge. Core is kind of a catchall

eporrini
July 21st, 2021, 21:16
It is downloaded when you press "Check for Updates" in FG.

I may cry....tears of joy I assure you. I hope there's some capability to manually load an extension or roll back, I have seen extensions blow up and I've needed to revert to a prior version. I have been in the habit of backing up an extension prior to loading the new one for testing purposes. I haven't seen any documentation on the Forge so I will have to take a look. This feels like a nice step forward though!!

Drogo210
July 21st, 2021, 21:17
Can I suggest to put a link to this thread in Forge?

P.S. I need to test that (D), but sounds awesome!

rhagelstrom
July 21st, 2021, 21:18
Can I suggest to put a link to this thread in Forge?

That is a really great idea. I will do that

Apocrypha
July 21st, 2021, 22:12
Click the link in the post above this one

Yeah, don't know what it is but there is no download link at all...not in Firefox anyway. It shouldn't be that hard to find if it's there. Says I own it. No download link anywhere.

Dudin
July 21st, 2021, 22:16
This extension is so helpful. I am very happy to see it on the Forge now :)
Thanks for all your hard work, rhagelstrom

Apocrypha
July 21st, 2021, 22:32
It is downloaded when you press "Check for Updates" in FG.

Well, that is helpful to know.

rhagelstrom
July 21st, 2021, 22:59
This extension is so helpful. I am very happy to see it on the Forge now :)
Thanks for all your hard work, rhagelstrom

You are welcome


Well, that is helpful to know.

Yes the check for updates in FG doesn't turn red on things from the Forge. Hopefully it will someday. Best practice to keep your Forge items up to date is to check for updates every time.

rhagelstrom
July 21st, 2021, 23:53
I'm trying to add an effect that helps fix the spell Vitriolic sphere in 5e. If you fail your save it applies an additional damage effect on the token that is supposed to trigger at the end of the creatures turn, but in native FGU happens at the beginning of their turn. Is there a way I can make this work using this extension? TURNAE does not seem to be working when I try it with DMGO: 5d4 acid, or with DMG: 5d4 acid. Any help would be appreciated.

Try this with Version 2.0:

Set the duration to 2 rounds and apply the following effect on failed save.
Vitriolic sphere; DMGOE: 5d4 acid

kevininrussia
July 22nd, 2021, 00:17
Not exactly how you want but maybe something like this will be good enough for you. Add this effect to your NPC
Mark of the Thing; SDMGADDS: New Effect;

And have the following in your custom Effect List
New Effect; DMGOE: 1d8 radiant; TURNRE

Not sure if I am doing this correct as its not working.

https://i.imgur.com/mzRsfaq.png

rhagelstrom
July 22nd, 2021, 00:30
Not sure if I am doing this correct as its not working.

https://i.imgur.com/mzRsfaq.png

Just tried it in 4E. When orc archer does damage to a target, it gets the effect DivineChallenge added to itself, which at the end of its turn it takes 5 radiant damage. I did notice the TURNRE didn't work and that is because the time duration in 4E is different than other rulesets. You'll have to work with me a bit as I'm not all that familiar with 4E.

nephranka
July 22nd, 2021, 01:32
Great updates! Quick question: Is there a way, using this extension, to apply an effect as a result of a failed save or is it only damage (using SAVEDMG)?

Thanks!

rhagelstrom
July 22nd, 2021, 01:44
Great updates! Quick question: Is there a way, using this extension, to apply an effect as a result of a failed save or is it only damage (using SAVEDMG)?

Thanks!

There isn’t but all the plumbing to do that is there so it would be an easy add. I’ll add it to my list

nephranka
July 22nd, 2021, 01:48
There isn’t but all the plumbing to do that is there so it would be an easy add. I’ll add it to my list

Looking forward to it! Thanks for the hard work, even without that this is one of my must have ext.

similarly
July 22nd, 2021, 14:09
When I click the link on P1, I get "item not found" in the forge. Maybe awaiting an update?

rhagelstrom
July 22nd, 2021, 14:23
Try it again. I updated the description to include a link to this thread. Unfortunately when you do that the whole thing gets taken down pending approval. I did it this morning to minimize just this. It’s back up now so try it again. Sorry for the inconvenience

Svandal
July 23rd, 2021, 11:15
It would be helpfull to include some more descriptions for pathfinder also.
You might not play pathfinder, but we can help with that.

Ongoing saves. The [ability] can be fortitude, reflex or will in pathfinder.
The [SDC] does not work in pathfinder, but maybe @bmos knows if there is something like that for pathfinder?

rhagelstrom
July 23rd, 2021, 13:29
It would be helpfull to include some more descriptions for pathfinder also.
You might not play pathfinder, but we can help with that.

Ongoing saves. The [ability] can be fortitude, reflex or will in pathfinder.
The [SDC] does not work in pathfinder, but maybe @bmos knows if there is something like that for pathfinder?

I’d be the first to admit more examples for everything would be helpful and Pathfinder especially so since right now there is essentially none that are specific for that ruleset. If you or anyone comes up with examples of things that BCE was useful for I’d be happy add it to the documentation.

As for as the SDC tag, if you can send me a spellcaster pregen I can probably figure out a solution

bmos
July 23rd, 2021, 13:54
I’d be the first to admit more examples for everything would be helpful and Pathfinder especially so since right now there is essentially none that are specific for that ruleset. If you or anyone comes up with examples of things that BCE was useful for I’d be happy add it to the documentation.

As for as the SDC tag, if you can send me a spellcaster pregen I can probably figure out a solutionIn Pathfinder/3.5E rulesets, DCs are: 10 + the spell level + the classes spellcasting stat.

Drogo210
July 23rd, 2021, 16:46
I have noticed that SAVES or SAVEE does not recognized the source of save. I was trying to combine this extension with Kent Adavanced Save (ADVTYPE: poisoned) without success.

Same for ADVSAV: ability

Maybe this is something really complicate to code, if even possible, anyway I'd like to point it.

BTW I love this extension!

The use of SAVEA:
I read this can be used for AURA for example but I test to apply effects or damges on attack that require a save for example the GHOUL attack and I wanted to share with the community.

Exemple (Create two effects)
Ghoul Claws; SDMGADDT: GOTU
GOTU; Paralyzed; SAVEA: CON 10 (R)
Apply the Ghoul Claws on the Ghoul token on CT and when you damage a creature the target will roll a save against CON 10 if it fail the effect will be applied

Svandal
July 24th, 2021, 08:36
In Pathfinder/3.5E rulesets, DCs are: 10 + the spell level + the classes spellcasting stat.
There are 3 possibilities.
-a fixed dc
-10+spell level + spellcasting stat
-10 + 1/2 caster level + spellcasting stat

What do you mean with a spellcaster pregen? An exported character sheet with spells? Or is the above information enough?

Zygmunt Molotch
July 24th, 2021, 13:58
does this conflict with https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension

and is it preventable :D

they both use STACK as an operation and the Mirror Image extensions is very useful...

rhagelstrom
July 24th, 2021, 14:46
In Pathfinder/3.5E rulesets, DCs are: 10 + the spell level + the classes spellcasting stat.

Thanks for the information. Is the spell casting stat in parseable text somewhere on the character sheet?


I have noticed that SAVES or SAVEE does not recognized the source of save. I was trying to combine this extension with Kent Adavanced Save (ADVTYPE: poisoned) without success.

This sounds like a bug. I'll take a look at it and get a fix in.


What do you mean with a spellcaster pregen? An exported character sheet with spells? Or is the above information enough?

Yes an exported character with spells. I'm not yet sure how to determine the spellcasting stat


does this conflict with https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension

and is it preventable :D

they both use STACK as an operation and the Mirror Image extensions is very useful...

It is quite possible but preventable. I'll take a look at it on my end to make sure it isn't matching on STACK with a :

Svandal
July 24th, 2021, 20:58
Thanks for the information. Is the spell casting stat in parseable text somewhere on the character sheet?



This sounds like a bug. I'll take a look at it and get a fix in.



Yes an exported character with spells. I'm not yet sure how to determine the spellcasting stat



It is quite possible but preventable. I'll take a look at it on my end to make sure it isn't matching on STACK with a :

I do not know why, but it works with mirror image extension, they both use STACK, but in a different way. Or maybe it is random that they work together.


And I attached a character sheet with spells in this post. I tried to make it with easy to read spell descriptions that tells you what it does + some actual spells from pathfinder.

rhagelstrom
July 24th, 2021, 22:42
I do not know why, but it works with mirror image extension, they both use STACK, but in a different way. Or maybe it is random that they work together.


And I attached a character sheet with spells in this post. I tried to make it with easy to read spell descriptions that tells you what it does + some actual spells from pathfinder.

Thanks! for the character sheet. Yes the STACK "should" work if both extensions are handling it correctly. With and without the : are parsed differently

rhagelstrom
July 25th, 2021, 22:40
Version update 2.1 - Check for updates from FG launcher

Added tag EXPIREADD which will add an effect from the custom effect list when this effect expires
Added (F) will flip the roll result for ongoing saves. SAVEDMG, (R), (H),(D) will process on failed save rather than successful one
Fixed (4E) - ongoing damage as applying to the source instead of target
Fixed Compatibly with automatic save advantage extension
Fixed If an effect had targets, the targets were not being processed correctly

Documentation in forge waiting on SW approval. If you are impatient there is a markdown file in the extension with the same information.

rhagelstrom
July 25th, 2021, 23:43
The use of SAVEA:
I read this can be used for AURA for example but I test to apply effects or damges on attack that require a save for example the GHOUL attack and I wanted to share with the community.

Exemple (Create two effects)
Ghoul Claws; SDMGADDT: GOTU
GOTU; Paralyzed; SAVEA: CON 10 (R)
Apply the Ghoul Claws on the Ghoul token on CT and when you damage a creature the target will roll a save against CON 10 if it fail the effect will be applied

This is a great use I never thought of. I added it to the documentation as an example. I'd suggest adding SAVEE: CON 10 (R); incase failed the initial save
GOTU; Paralyzed; SAVEA: CON 10 (R); SAVEE: CON 10 (R);

Drogo210
July 26th, 2021, 11:38
There is a problem with SAVEA and on roll. Basically if you have an effect on roll SAVEA will not apply because the effect disappear before it can actually

rhagelstrom
August 2nd, 2021, 00:21
Version Update 2.2
Added REGENA, REGENE, SREGENS, SREGENE for ongoing healing, you should be able to do a Healing Spirit now with auras. Healing Spirit; AURA: 1 friend; IF: FACTION(friend); REGENA: 1d6; REGEN: 1d6
Fixed issue with 4E where effects were not processing correctly
Added ATKDS for 4E to disable this effect if the source of the effect is attacked

Full documentation is on the Forge


There is a problem with SAVEA and on roll. Basically if you have an effect on roll SAVEA will not apply because the effect disappear before it can actually

I'll take a look at it

Drogo210
August 2nd, 2021, 10:01
EXPIREADD nice addition

Darth Decisive
August 2nd, 2021, 20:58
I absolutely love the idea of the [SDC] in the ongoing save equation; however, it doesn't appear to be parsing correctly. It is adding the character's proficiency bonus, but not their spellcasting stat.

I tried both using it with the Group spellcasting modifier and with a specific ability modifier and neither worked.

rhagelstrom
August 2nd, 2021, 21:17
I absolutely love the idea of the [SDC] in the ongoing save equation; however, it doesn't appear to be parsing correctly. It is adding the character's proficiency bonus, but not their spellcasting stat.

I tried both using it with the Group spellcasting modifier and with a specific ability modifier and neither worked.

The way spellcasting modifier is determined is it looks for the Feature "Spellcasting" and then within that feature the text "X is your spell casting ability" and uses X to add in the spellcasting ability modifier

Darth Decisive
August 3rd, 2021, 05:09
OH, neat! I never would have guessed that was how it parsed! I double checked that and that was absolutely the reason. Thank you for the heads up!

Drogo210
August 3rd, 2021, 07:47
I absolutely love the idea of the [SDC] in the ongoing save equation; however, it doesn't appear to be parsing correctly. It is adding the character's proficiency bonus, but not their spellcasting stat.

I tried both using it with the Group spellcasting modifier and with a specific ability modifier and neither worked.

It does work on my side? Are you using 5e? Can you post an image with the spellcasting set up of your character and class option

Darth Decisive
August 3rd, 2021, 20:07
I am using 5e, yes. I ended up getting it to work. I realized that the character sheet I was testing it on did not have the Spellcasting feature on it, and because that's how it parsed the attribute, it didn't work.

I do wonder if there is a way to make it automatically parse if the character has an item or ability that gives them a bonus to their spell saving throws (like a rod of the pact keeper, for example).

bmos
August 3rd, 2021, 20:41
I am using 5e, yes. I ended up getting it to work. I realized that the character sheet I was testing it on did not have the Spellcasting feature on it, and because that's how it parsed the attribute, it didn't work.

I do wonder if there is a way to make it automatically parse if the character has an item or ability that gives them a bonus to their spell saving throws (like a rod of the pact keeper, for example).In 3.5E/PFRPG Kelrugem has an extension that adds a "DC" effect (such as DC: 5 to add 5 to the spell DC)
Perhaps this extension could take that into account? Then a 5E extension could also add that effect.

Darth Decisive
August 4th, 2021, 07:31
In 3.5E/PFRPG Kelrugem has an extension that adds a "DC" effect (such as DC: 5 to add 5 to the spell DC)
Perhaps this extension could take that into account? Then a 5E extension could also add that effect.

That sounds like an excellent idea! I know that you can also set that up in the different spellcasting groups, if that helps.

Another thing I noticed is that this doesn't recognize Pact Magic from warlocks, either. You can of course rename their Pact Magic to "Spellcasting" but it might be better to find some other solution because I don't know if that would interfere with anything else.

rhagelstrom
August 4th, 2021, 16:33
In 3.5E/PFRPG Kelrugem has an extension that adds a "DC" effect (such as DC: 5 to add 5 to the spell DC)
Perhaps this extension could take that into account? Then a 5E extension could also add that effect.

Interesting. Having DC defined as an effect would have benefits as the player could set it themselves and also be cross ruleset compatible.

I looked at Rod of the Pact Keeper and it doesn't look like there is a good way to detect the bonus from this item for spellcastiing ability so having a DC effect might be the way to go.

bmos
August 4th, 2021, 17:04
Interesting. Having DC defined as an effect would have benefits as the player could set it themselves and also be cross ruleset compatible.

I looked at Rod of the Pact Keeper and it doesn't look like there is a good way to detect the bonus from this item for spellcastiing ability so having a DC effect might be the way to go.The Advanced Effects extension would also be a good pairing with that since you could equip/unequip it.

Zygmunt Molotch
August 7th, 2021, 09:01
just to let you know

RESTL and RESTS don't seem to work in 3.5/pf, at least from the character sheet

I haven't tried from the CT

eriktedesco
August 7th, 2021, 09:11
Hi Rhagelstrom, these new operators are fantastic.

Are they completely independent from Kent's Ongoing Save and Turn Based extensions?

I have recoded part of spells and other stuff with Kent's operators. Do I have to recode them (or part of them)?

Darth Decisive
August 7th, 2021, 19:52
Hi Rhagelstrom, these new operators are fantastic.

Are they completely independent from Kent's Ongoing Save and Turn Based extensions?

I have recoded part of spells and other stuff with Kent's operators. Do I have to recode them (or part of them)?

They are independent, and seems to work better. Unfortunately, Kent has been too busy to update Ongoing Save Effects, and it's starting to break. The auto-parsing for NPCs added to the combat tracker seems to be broken now.

rhagelstrom
August 7th, 2021, 20:25
Version Update. 2.3 Full documentation is on the Forge

Fixed where adding an effect to modify a ability stat would result in malformed effect if it had a negative modifier
Fixed where SAVEA would return a script error if the effect was removed on successful save
Fixed where 3.5E REST tags were not removed when resting from char sheet. Fixed for long rest, short rest needs a different approach so short rest from char sheet in 3.5E is NOT working
Feature - DMGA: (N) - Damage on effect add Great for Storm Barbarians
AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fire
Feature - DC: (N) - If DC is on the actor, N will be added to the spellcasting ability when [SDC] is calculated and replaced

MrDDT
August 7th, 2021, 21:03
Oh snap wow.
This BCE is just a must have. This is getting better and better. Thanks Rhagelstrom.

Svandal
August 7th, 2021, 22:49
First I would like to say great extension, then I would like to place a wish:
Is it posible to make regeneration modifiers workable with IF statements?
And is it possible to get a transfer regen ability?

My example. I have a character that at the start of his turn transfers 5 hit points from all of his friends within 140 feet that is within his "life link". He can have x amount of allies in his "life link" ability.
I would like this effect to work: (and I am using it together with aura extension)
AURA: 140 friend; IF: Custom (lifeLink); SREGENS: 5
The IF statement here makes the REGEN effect not work.

The workaround is to have this statement (which works for most cases, but if we have some NPC with us everybody cannot be healed by this ability, it goes over his max number of allies)
AURA: 140 friend; SREGENS: 5


And bonus point if one can transfer the healed amount to the character that made the effect.

Example of 1 round of combat and how it should work.
Before combat: Bob can have 4 allies within his lifelink. Bob wants Fred, Georg, Lizzy and Pete have his life link, but sadly Adam can not be included.
Round 2 of combat, everybody has taken 20 damage each except for Lizzy who is fully healed
At the start of Bobs turn Fred and Georg gets healed 5 points each, but not Pete, Adam and Lizzy. Pete is 200 feet away and out of range, Adam is not included in the life link, and Lizzy is already at max hit points.
Bob takes 10 damage from healing Fred and Georg.
Combat continues.

rhagelstrom
August 8th, 2021, 01:22
Version update 2.4 Sorry I found a bug
Fixed bug where not all DMG tags and REGEN tags would not process correctly


First I would like to say great extension, then I would like to place a wish:
Is it posible to make regeneration modifiers workable with IF statements?
And is it possible to get a transfer regen ability?

My example. I have a character that at the start of his turn transfers 5 hit points from all of his friends within 140 feet that is within his "life link". He can have x amount of allies in his "life link" ability.
I would like this effect to work: (and I am using it together with aura extension)
AURA: 140 friend; IF: Custom (lifeLink); SREGENS: 5
The IF statement here makes the REGEN effect not work.

The workaround is to have this statement (which works for most cases, but if we have some NPC with us everybody cannot be healed by this ability, it goes over his max number of allies)
AURA: 140 friend; SREGENS: 5


And bonus point if one can transfer the healed amount to the character that made the effect.

Example of 1 round of combat and how it should work.
Before combat: Bob can have 4 allies within his lifelink. Bob wants Fred, Georg, Lizzy and Pete have his life link, but sadly Adam can not be included.
Round 2 of combat, everybody has taken 20 damage each except for Lizzy who is fully healed
At the start of Bobs turn Fred and Georg gets healed 5 points each, but not Pete, Adam and Lizzy. Pete is 200 feet away and out of range, Adam is not included in the life link, and Lizzy is already at max hit points.
Bob takes 10 damage from healing Fred and Georg.
Combat continues.

The update might fix your issue. The IF should work with regen, if not it its a bug
You could also try Constitutional Amendments as I know that extension is able to do some life transfer stuff and might do this for you already.

Svandal
August 8th, 2021, 19:58
Version update 2.4 Sorry I found a bug
Fixed bug where not all DMG tags and REGEN tags would not process correctly



The update might fix your issue. The IF should work with regen, if not it its a bug
You could also try Constitutional Amendments as I know that extension is able to do some life transfer stuff and might do this for you already.

BUG REPORT: REGEN effects does not work with IF statement.
I am runing fantasy grounds unity, windows 10, latest live version. And latest forge version of "Better combat effects v2.4". Pathfinder 1 ruleset.

I have an effect for testing out regen. It looks like this:
IF: Custom (tsting); AC: 99; SREGENS: 10; AC: 99

The regen gets applied every round ignoring the IF statement.
I have the AC in here just to test the IF Custom effect. If I dont have an effect called "tsting" on my character I dont get the AC bonus, but I get the healing.
If I have an effect called "tsting" on my character I do get the AC bonus, and I do get the healing.
None of your regen effects work:
REGENA (N) Apply one time regenration when the effect is added. (N) can be number or dice string

REGENE (N) Apply regeneration at the end of the actors turn. (N) can be number or dice string

SREGENS (N) Apply regneration at the start of the actors turn who applied the effect. (N) can be number or dice string

SREGENE (N) Apply regeneration at the end of the actors turn who applied the effect. (N) can be number or dice string

But the fantasy grounds "REGEN" works as intended with the IF statement. (So the following effects only apply regen when I have an effect called "tsting" on me)
IF: Custom (tsting); AC: 99; REGEN: 10; AC: 99

rhagelstrom
August 8th, 2021, 20:55
I see it now. This seems to have ben introduced in V2.0. I'll get a fix in for it

rhagelstrom
August 8th, 2021, 21:15
Version update: 2.5
Fixed bug where DMGO tags and REGEN tags were not respecting conditionals properly

Svandal
August 8th, 2021, 21:39
Version update: 2.5
Fixed bug where DMGO tags and REGEN tags were not respecting conditionals properly

I tried with version 2.5, it still does not respect IF statements. Same bug statement as my last post (#142)

rhagelstrom
August 8th, 2021, 21:53
I tried with version 2.5, it still does not respect IF statements. Same bug statement as my last post (#142)

Just tested and I'm not seeing that. I do see that if you apply SREGENS to yourself it doesn't fire but using that tag on yourself doesn't make much sense to me. I could probably make that apply there too though.

Svandal
August 8th, 2021, 21:55
Just tested and I'm not seeing that. I do see that if you apply SREGENS to yourself it doesn't fire but using that tag on yourself doesn't make much sense to me. I could probably make that apply there too though.

It is on another character. But I will try again tomorrow and post some screenshots.

Svandal
August 9th, 2021, 19:09
Just tested and I'm not seeing that. I do see that if you apply SREGENS to yourself it doesn't fire but using that tag on yourself doesn't make much sense to me. I could probably make that apply there too though.

Bug report, same as post #142 and #145. IF statements not working with REGEN
Fantasy grounds Unity latest live version. Only this extension up and running, and latest version from forge.
Pathfinder 1E ruleset.
Everybody started the round with 500HP, and I let it go one round, this you can all see in the chat.

As you can see the IF statement only applies for the "vanilla" fantasy grounds "REGEN" ability, not one of the REGEN abilities in this extension.

rhagelstrom
August 9th, 2021, 21:22
Bug report, same as post #142 and #145. IF statements not working with REGEN
Fantasy grounds Unity latest live version. Only this extension up and running, and latest version from forge.
Pathfinder 1E ruleset.
Everybody started the round with 500HP, and I let it go one round, this you can all see in the chat.

As you can see the IF statement only applies for the "vanilla" fantasy grounds "REGEN" ability, not one of the REGEN abilities in this extension.

Do the Adlets have the effect "party" on them?

Svandal
August 9th, 2021, 21:29
Do the Adlets have the effect "party" on them?

No, look at the screenshot in the combat tracker. It shows all the effects on everybody. Only "PC1" has the effect "party" on him.

rhagelstrom
August 9th, 2021, 21:36
No, look at the screenshot in the combat tracker. It shows all the effects on everybody. Only "PC1" has the effect "party" on him.
Right so since non of them have party except for PC1 the condition isn't met and the effect won't fire. REGEN didn't fire on Adalet6
REGEN fires on PC1 because it has party. SREGENS won't because that never really made sense to me why code it that way when it should just be REGEN. I can see a use case for aura though so I'll fix that.

Drogo210
August 12th, 2021, 16:58
All the categories Add Effect on Damage Modifiers will add the effect with 'all rolls' even if the effected added was set to roll. This has probably is due the fact that they do not relay on any roll damage. Then it would be nice, if possible, to add something expire on roll for such effects.

I have noticed that STURNRE does not end the effect at the end of your turn but instead at the end of ur next turn.

rhagelstrom
August 13th, 2021, 20:59
All the categories Add Effect on Damage Modifiers will add the effect with 'all rolls' even if the effected added was set to roll. This has probably is due the fact that they do not relay on any roll damage. Then it would be nice, if possible, to add something expire on roll for such effects.

I have noticed that STURNRE does not end the effect at the end of your turn but instead at the end of ur next turn.

Thanks. Yes I noticed the apply to rolls weren't being respected. Look for that in the next version. I tested STURNRE and it is working as intended. It doesn't work if you apply the effect to yourself as it wasn't intended to be used that way just like SREGENS but I'll fix that as well.

bmos
August 19th, 2021, 18:32
Would you mind including some compatibility code for my Ammunition Manager extension?

For 5e, 4e, and 3.5E onAttack functions, change




Comm.deliverChatMessage(rMessage);



to


-- bmos adding hit margin tracking
-- for compatibility with ammunition tracker, add this here in your onAttack function
if AmmunitionManager then
local nHitMargin = AmmunitionManager.calculateMargin(nDefenseVal, rAction.nTotal)
if nHitMargin then table.insert(rAction.aMessages, "[BY " .. nHitMargin .. "+]") end
end
-- end bmos adding hit margin tracking

Comm.deliverChatMessage(rMessage);

-- bmos adding automatic ammunition ticker and chat messaging
-- for compatibility with ammunition tracker, add this here in your onAttack function
if AmmunitionManager and ActorManager.isPC(rSource) then AmmunitionManager.ammoTracker(rSource, rRoll.sDesc, rAction.sResult) end
-- end bmos adding automatic ammunition ticker and chat messaging

rhagelstrom
August 19th, 2021, 21:26
Would you mind including some compatibility code for my Ammunition Manager extension?

For 5e, 4e, and 3.5E onAttack functions, change

BCE only has its fingers in onAttack in 4E but I'll make a slight mod that should fix it.

bmos
August 19th, 2021, 21:35
BCE only has its fingers in onAttack in 4E but I'll make a slight mod that should fix it.
even better! thank you :)

rhagelstrom
August 19th, 2021, 21:52
Version update 4.6
Changed effects that act on the source of the effects turn now work when the source is the same as the target
Changed - 4E onAttack to be compatible with bmos Ammunition Manager extension
Fixed 4E effect being applied from Equipped Effects would throw a script error

The apply on rolls issue is a little more complicated than hoped. Still working on that issue.

eriktedesco
August 21st, 2021, 07:58
Hi all!

Would it be possible to open somewhere a thread dedicated to the spell/feats/item etc coding with BCE operators?

I truly suck with this thing so thiw would be a huge help! (pretty much what was done with kent-extension-outsorce in Team Thowy channel on Discord)

What do yu think about it?

Thanks again

MrDDT
August 21st, 2021, 17:57
Even though I use BCE, I use a lot of other EXTs that give me tools to add in effect coding. So for me it wouldn't greatly useful nor would I want to add to it, because of this reason.

Everyone would have to be using the same EXTs (Unless you only want to use BCE coding).

rhagelstrom
August 22nd, 2021, 19:48
Version Update 2.7

Fixed a couple of issues that were triggering script errors.

rhagelstrom
August 22nd, 2021, 21:21
Hi all!

Would it be possible to open somewhere a thread dedicated to the spell/feats/item etc coding with BCE operators?

I truly suck with this thing so thiw would be a huge help! (pretty much what was done with kent-extension-outsorce in Team Thowy channel on Discord)

What do yu think about it?

Thanks again

It is a pretty big job for a single person to go though everything but if people want to share what works for them I made a google sheet.

https://docs.google.com/spreadsheets/d/1tQoRp9pyug7N17YQUchba54vR0tEec_ta_4RpD3kOX0/edit?usp=sharing

Weissrolf
August 22nd, 2021, 22:07
I may have missed it, but there is no effect on "critical damage" or is there? PF2 can have effects being applied when a weapon crits, so I was hoping for some automated solution.

rhagelstrom
August 26th, 2021, 16:26
Version update 2.8
Fixed 4E compatibility with bmos Ammunition Manager

If you aren't 4E then nothing has changed


I may have missed it, but there is no effect on "critical damage" or is there? PF2 can have effects being applied when a weapon crits, so I was hoping for some automated solution.

There is no hook in BCE to do something when a critical occurs. Does Kelrugem's stuff offer this?

kevininrussia
August 26th, 2021, 23:46
Version update 2.8
Fixed 4E compatibility with bmos Ammunition Manager

If you aren't 4E then nothing has changed


Thanks! No errors in 4e now.

Khovyn
August 30th, 2021, 01:39
Awesome mod here, thank you for the hard work! I do have a question after the obligatory butter up compliment though ;P... Is there any way to get TDMGADDS to work with melee only attacks? I'm trying to get an effect sorted out for Shadow of Moil's on hit damage shield and it works great, except it reflects the damage back to anything that hits the target. Tried a few options with IF/IFT so not sure if I'm just missing the correct syntax there or heck maybe TDMGADDS isn't the best way to do this at all... thoughts anyone? I know there is no way to get it to apply to all attacks that come from 10 feet away, so I'm just trying to get it to cover the bulk of them which would be all the melee hits.

denmakash
August 30th, 2021, 21:48
Hey im on FG Unity, got your extension from the forge. I'm playing the PF 1e, there with it loaded alone, the long rest does nothing to the PCs. Am i missing some option or something? Couldnt find a solution.

bmos
August 30th, 2021, 21:59
Hey im on FG Unity, got your extension from the forge. I'm playing the PF 1e, there with it loaded alone, the long rest does nothing to the PCs. Am i missing some option or something? Couldnt find a solution.

There appears to be a typo on line 70 of manager_effect_bce35e.lua
charRest(nodePC) should be charRest(nodeChar)

Slagmoth
September 2nd, 2021, 16:33
Since Temp HP is considered a buffer from damage, when that setting is set to off, the damage logic of this extension won't be executed for temp HP reduction but only HP reduction. If you wish for the logic to always be executed, then set that the option to on.

Thanks for the bug report. I'll take a look at it and post an update.

First I would like to applaud you for taking the time to add the settings for this in the settings menu... so many other things should have been there from the initial release and many extension writers should take note on this.

However, temporary hit points are an extension of you by RAW and if you take damage to them you are still taking damage as noted in the rules and clarified in Sage Advice Compendium

https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

If I have 10 temporary hit points and I take 30 damage
from an attack while concentrating on a spell, what is
the DC of the Constitution save to maintain my concentration?
The DC is 15 in that case. When temporary hit
points absorb damage for you, you’re still taking damage,
just not to your real hit points.
In contrast, a feature like the wizard’s Arcane Ward can
take damage for you, potentially eliminating the need to
make a Constitution saving throw or, at least, lowering the
DC of that save

So if I want that to be the case I should have this option set as "ON" I take it to function as RAW intends? I would suggest changing the default on that option to conform to that because I had no idea that this was not calculating correctly until I stumbled in here looking for a way to turn off auto addition of hp on level up... another example of something that should have been in the options setting on release to conform to RAW.

I would also suggest changing the default for "Restrict Concentration" to "ON" as well.

It is always a good idea to default options to the RAW rather than what you do at your tables, it is just good practice from a development stance... I would have lost a bit of time had I noticed this weird behavior during a combat as I tracked down the issue to fix it.

Unless I completely missed something in this thread on those functions.

MrDDT
September 2nd, 2021, 17:23
First I would like to applaud you for taking the time to add the settings for this in the settings menu... so many other things should have been there from the initial release and many extension writers should take note on this.

However, temporary hit points are an extension of you by RAW and if you take damage to them you are still taking damage as noted in the rules and clarified in Sage Advice Compendium

https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

If I have 10 temporary hit points and I take 30 damage
from an attack while concentrating on a spell, what is
the DC of the Constitution save to maintain my concentration?
The DC is 15 in that case. When temporary hit
points absorb damage for you, you’re still taking damage,
just not to your real hit points.
In contrast, a feature like the wizard’s Arcane Ward can
take damage for you, potentially eliminating the need to
make a Constitution saving throw or, at least, lowering the
DC of that save

So if I want that to be the case I should have this option set as "ON" I take it to function as RAW intends? I would suggest changing the default on that option to conform to that because I had no idea that this was not calculating correctly until I stumbled in here looking for a way to turn off auto addition of hp on level up... another example of something that should have been in the options setting on release to conform to RAW.

I would also suggest changing the default for "Restrict Concentration" to "ON" as well.

It is always a good idea to default options to the RAW rather than what you do at your tables, it is just good practice from a development stance... I would have lost a bit of time had I noticed this weird behavior during a combat as I tracked down the issue to fix it.

Unless I completely missed something in this thread on those functions.

I agree with you that (assuming they are working correctly) RAW should be the default.

However, your HP issue is RAW. You choose to use the first option, but both options are RAW and neither is a "variant" option.
Also regards to your HP issue, check out Constitutional Amendments EXT. It can do what you are asking for its also an option in the options menu. With this EXT loaded it will give the option "PC: HP on level up" Average or Roll as your options.

Slagmoth
September 2nd, 2021, 18:08
Actually, the HP issue is one of those rare or unique instances where the Player decides what they will do... the rules state they can EITHER roll or take the average rounded up at each level... so forcing it only one way is sort of meh.

Unfortunately, for the Constitutional Amendments it conflicts with another extension that has more stuff I have come to rely on.

And for the temp hp issue I think it is simply a case of either misunderstanding the rules (<sarcasm>which never happens in 5E because it is so well and clearly written</sarcasm>) or a case of convenience for his tables since it was likely developed for him/her first then made public, but thought I would bring it up.

MrDDT
September 2nd, 2021, 18:46
What EXT you finding conflict with. I use about 100 EXTs, no conflicts.

Slagmoth
September 4th, 2021, 16:31
[removed duplicate]

Slagmoth
September 4th, 2021, 16:49
What EXT you finding conflict with. I use about 100 EXTs, no conflicts.

Unless MadNomad or MeAndUnique fixed their end there used to be a conflict between 2 of theirs. I believe it was the Character Sheet Tweaks conflicting with Constitutional Amendments. Apparently, there is a Third extension that fixes this but I try to keep the extensions to a minimum... by scried Raven I think.

MrDDT
September 4th, 2021, 17:01
Unless MadNomad or MeAndUnique fixed their end there used to be a conflict between 2 of theirs. I believe it was the Character Sheet Tweaks conflicting with Constitutional Amendments. Apparently, there is a Third extension that fixes this but I try to keep the extensions to a minimum... by scried Raven I think.

I use all 3 of those EXTs and I have no issues. If you need help on it let me know in a PM. I'm happy to go over it.

snakh
September 5th, 2021, 21:55
Apologies if this has been brought up elsewhere, but I have an effect coded like so:

> Incapacitated; SAVEE: WIS [SDC]; DMGOE: 1d12 psychic; (C)

This is from the Id Insinuation spell in 5e if anyone's interested. The expected behavior is that at the end of the target's turn, they take 1d12 psychic damage and make a wisdom saving throw vs the caster's spell DC. That happens flawlessly. However, for some reason after those rolls resolve, the target takes another 1d12 psychic damage for no discernible reason. Is this a bug or did I goof somehow?

Edited to add that the additional 1d12 damage is not rolled if I remove the SAVEE section from the effect, only when both are present. It doesn't matter whether the SAVEE or DMGOE clause is first as far as I can tell.

49034

MrDDT
September 5th, 2021, 22:34
Apologies if this has been brought up elsewhere, but I have an effect coded like so:

> Incapacitated; SAVEE: WIS [SDC]; DMGOE: 1d12 psychic; (C)

This is from the Id Insinuation spell in 5e if anyone's interested. The expected behavior is that at the end of the target's turn, they take 1d12 psychic damage and make a wisdom saving throw vs the caster's spell DC. That happens flawlessly. However, for some reason after those rolls resolve, the target takes another 1d12 psychic damage for no discernible reason. Is this a bug or did I goof somehow?

Edited to add that the additional 1d12 damage is not rolled if I remove the SAVEE section from the effect, only when both are present. It doesn't matter whether the SAVEE or DMGOE clause is first as far as I can tell.

49034

Because you are doubling up on things its doing.

If you want it to save at the end of each turn and take damage. You would use SAVEE. If you want it to take ongoing damage at the end of their turn, you would do DMGOE.

So it sounds like this spell only needs the
>>>> SAVEE: WIS [SDC]; DMG: 1d12 psychic; (C)

snakh
September 5th, 2021, 22:53
Because you are doubling up on things its doing.

If you want it to save at the end of each turn and take damage. You would use SAVEE. If you want it to take ongoing damage at the end of their turn, you would do DMGOE.


SAVEE and DMGOE shouldn't theoretically interfere with each other based on the documentation. DMGOE deals damage at the end of the target's turn. SAVEE grants a saving throw at the end of the target's turn. SAVEDMG would theoretically be an option, except it only deals damage on a failed save, whereas the spell deals the damage regardless of whether the target saves that turn or not.


So it sounds like this spell only needs the
>>>> SAVEE: WIS [SDC]; DMG: 1d12 psychic; (C)


DMG: 1d12 psychic; would grant the target a bonus to damage it deals. DMGO is a built-in function that causes ongoing damage at the start of the target's turn. DMGOE is necessary in this case because the spell specifies that the ongoing damage happens at the end.

Hopefully all that made sense.

MrDDT
September 5th, 2021, 23:02
SAVEE and DMGOE shouldn't really interfere with each other. One deals damage at the end of the target's turn. The other grants a saving throw at the end of the target's turn.



DMG: 1d12 psychic; would grant the target a bonus to damage it deals. DMGO is a built-in function that causes ongoing damage at the start of the target's turn. DMGOE is necessary in this case because the spell specifies that the ongoing damage happens at the end.

Hopefully all that made sense.

Sorry you are correct, it should be SAVEDMG.

So you want
>>> SAVEE: WIS [SDC]; SAVEDMG: 1d12 psychic; (C)


This will force a save at the end of the effected creature's turn and on a failed save they take 1d12 psychic damage.

If you want it to always take the damage and the save is to remove it, you need to change the coding to where you use the effects.

IDI; DMGOE: 1d12 psychic

Id Insinuation ; IDI; SAVEE: WIS [SPC] (R);(C)


This will apply the effect IDI (which has your damage go end of turn damage. While also making them do a save to remove the effect at the end of each turn.

snakh
September 5th, 2021, 23:35
If you want it to always take the damage and the save is to remove it, you need to change the coding to where you use the effects.

IDI; DMGOE: 1d12 psychic

Id Insinuation ; IDI; SAVEE: WIS [SPC] (R);(C)


This will apply the effect IDI (which has your damage go end of turn damage. While also making them do a save to remove the effect at the end of each turn.

I might not be following exactly, but I tried what you mentioned and it didn't work for me.

I have the following in my custom effects (top right of the screen)
IDI; DMGOE: 1d12 psychic

And then I have this in the effect text of the spell
Id Insinuation ; IDI; Incapacitated; SAVEE: WIS [SDC] (R); (C)

And it only does the save, not the ongoing damage. Is there an extension that lets you use custom effects in that way or am I just not doing it right?

Edit: Per discussion outside the thread, it seems that another extension would be necessary for splitting it out in this way (Equipped Effects).

The core issue I mentioned earlier still stands though I think. According to the documentation, using SAVEE and DMGOE together should not result in the DMGOE damage being rolled twice. That's clearly a bug :)

anathemort
September 7th, 2021, 19:37
@rhagelstrom have you seen or considered a way to have "once-per-turn" abilities, such that the effect can be set to never expire and it just toggles active/inactive? This would apply to, for example, the Ranger Monster Slayer ability "Slayer's Prey," which is only used on the first hit per turn but lasts until your next rest.

MrDDT
September 7th, 2021, 20:22
@rhagelstrom have you seen or considered a way to have "once-per-turn" abilities, such that the effect can be set to never expire and it just toggles active/inactive? This would apply to, for example, the Ranger Monster Slayer ability "Slayer's Prey," which is only used on the first hit per turn but lasts until your next rest.

You can use the ONTURN using this EXT for this.
https://www.dmsguild.com/product/312684?affiliate_id=1307708

Stv
September 11th, 2021, 13:53
Hi rhagelstrom this extension adds some really nice functionality, great work!!

Unfortunately the STURNREturn modifier function seems to break down if initiative is rolled each round. I haven't tested with any of the other turn modifier functions (yet) so can't say about any of the others.
Is there any chance you can take a look into this?

Cheers, Steve.

**EDIT**
Scratch the above, just checked and saw that you moved the initiative update to it's own extension. With the two running it works perfectly :)
Thanks again for this ext.

Rewe
September 15th, 2021, 14:22
Hi been looking around for this but cant find a answer.

Is there anyway to make the *DMGADD* commands (like TDMGADDS), only trigger on melee attacks?

Alyksandrei
October 16th, 2021, 19:26
About the concentration limiting function: If I set it to "on", where it restricts concentration to a single spell, then some spells like Hunter's Mark don't work properly - they require an effect on the caster and an effect on the target, with both effects marked as concentration (to expire properly), and the extension treats them as separate spells and expires the first when you apply the second. But if I toggle the concentration setting to "off", then my players can have multiple concentration effects from different spells on at the same time, and we have to actually remember to check. I always make sure my players preface effects with the name of the spell/ability that grants them, such that spells like Hunter's Mark have effects that all start "Hunter's Mark;" followed by whatever actual effects-coding is required. Is there a way to have the extension check for that and make an exception to the "only one concentration effect per caster" rule?

nephranka
October 18th, 2021, 01:16
Tonight we were playing and my group used a giant's str potion. The effect: STR: 23-X, was not working. So I tested it in a clean build and it appears to not be working (s1). In this example the 18 STR would get +5 making it 23 and giving the rolls +2. I tested with a straight STR:5 and it works fine (s2). Maybe I am not using this correctly as an effect?

Zygmunt Molotch
October 18th, 2021, 04:31
Tonight we were playing and my group used a giant's str potion. The effect: STR: 23-X, was not working. So I tested it in a clean build and it appears to not be working (s1). In this example the 18 STR would get +5 making it 23 and giving the rolls +2. I tested with a straight STR:5 and it works fine (s2). Maybe I am not using this correctly as an effect?

it's not clearly stated, but that only works from the actions tab, the X has to be parsed as something, the way you've applied it directly into the CT it's just being operated as X

4954749547

nephranka
October 18th, 2021, 10:40
it's not clearly stated, but that only works from the actions tab, the X has to be parsed as something, the way you've applied it directly into the CT it's just being operated as X

4954749547

Thank you for the clarification.

charmov
November 8th, 2021, 16:15
Just s heads up that if you're experiencing issues with multiple target concentration spells like BLESS, the effect expires immediately when "single concentration" is set to ON in the game options. The concentration setting must be set to off and then effects like BLESS will not expire immediately for all targets.

Thanks for this great extension!

nephranka
November 8th, 2021, 17:47
Just s heads up that if you're experiencing issues with multiple target concentration spells like BLESS, the effect expires immediately when "single concentration" is set to ON in the game options. The concentration setting must be set to off and then effects like BLESS will not expire immediately for all targets.

Thanks for this great extension!

Yeah, I like the feature so I recoded the way some of my spells work to factor in this fact. I think it is worth the extra effort to let the system track the concentration effect for me. I wish it could factor in the multi targets to decide as to whether or not to cancel the spell.

charmov
November 8th, 2021, 19:57
That's awesome! I'm a bit ignorant but what would be the point of having it set to ON, is it just so players don't accidentally use two concentration effects?

nephranka
November 8th, 2021, 21:49
That's awesome! I'm a bit ignorant but what would be the point of having it set to ON, is it just so players don't accidentally use two concentration effects?

That is correct. With it ON, if they cast a 2nd spell that needs concertation it alerts us to that and ends the early effect. This helps me so I don't have to remember all the spells that have concertation and which ones have been already cast and by who. There are other ways to handle this and this is by far not the only way but it is the way that works for us.

rhagelstrom
November 9th, 2021, 16:41
All, been busy lately with life but we have an update:

Version Update: 2.9
Added SAVEADD: Add effect on failed save
Added SaveADDP: Add effect on successful save
Added settings option to take into account duration for concentration

Thanks @MeAndUnique for contributions! I'll see if I can find some time soon to get caught up on things.

BushViper
November 10th, 2021, 05:20
Just s heads up that if you're experiencing issues with multiple target concentration spells like BLESS, the effect expires immediately when "single concentration" is set to ON in the game options. The concentration setting must be set to off and then effects like BLESS will not expire immediately for all targets.

Thanks for this great extension!

Agreed. This extension is invaluable, but I discovered the situation that you described above when one of my players was trying to cast Faerie Fire and the spell kept ending for all except one target. It'd be nice if enforcing the "single concentration spell" rule didn't also catch multi-target concentration spells in its web.

rhagelstrom
November 10th, 2021, 15:59
Agreed. This extension is invaluable, but I discovered the situation that you described above when one of my players was trying to cast Faerie Fire and the spell kept ending for all except one target. It'd be nice if enforcing the "single concentration spell" rule didn't also catch multi-target concentration spells in its web.

What are/is the effect string(s) you are using?

BushViper
November 10th, 2021, 16:04
What are/is the effect string(s) you are using?


The standard code from the Automatic Effects package. # Faerie Fire (Blue); GRANTADVATK; (C); LIGHT: 0/10 0000FF; 'npc'

rhagelstrom
November 10th, 2021, 17:42
Version update 2.10
Fixed 5E Concentration not correctly restricted when multiple targets and duration is in minutes

BushViper
November 10th, 2021, 17:49
Version update 2.10
Fixed 5E Concentration not correctly restricted when multiple targets and duration is in minutes

Thanks for the fix! Much appreciated!

I PM'd you about it several weeks ago, but it seems you've been busy and I guess you missed it.

Thanks again for the fantastic extension. It really is invaluable.

nephranka
November 10th, 2021, 17:58
Version update 2.10
Fixed 5E Concentration not correctly restricted when multiple targets and duration is in minutes

Looking forward to testing it out. Thanks!

rhagelstrom
November 10th, 2021, 19:31
About the concentration limiting function: If I set it to "on", where it restricts concentration to a single spell, then some spells like Hunter's Mark don't work properly - they require an effect on the caster and an effect on the target, with both effects marked as concentration (to expire properly), and the extension treats them as separate spells and expires the first when you apply the second. But if I toggle the concentration setting to "off", then my players can have multiple concentration effects from different spells on at the same time, and we have to actually remember to check. I always make sure my players preface effects with the name of the spell/ability that grants them, such that spells like Hunter's Mark have effects that all start "Hunter's Mark;" followed by whatever actual effects-coding is required. Is there a way to have the extension check for that and make an exception to the "only one concentration effect per caster" rule?

I can losen the restriction up to only use the effect Tag instead of the entire effect name itself which I think might be sufficient

rhagelstrom
November 10th, 2021, 19:38
However, temporary hit points are an extension of you by RAW and if you take damage to them you are still taking damage as noted in the rules and clarified in Sage Advice Compendium

https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf


This is probably fair point.



I would also suggest changing the default for "Restrict Concentration" to "ON" as well.

It is always a good idea to default options to the RAW rather than what you do at your tables, it is just good practice from a development stance... I would have lost a bit of time had I noticed this weird behavior during a combat as I tracked down the issue to fix it.


Originally this was on but there was pushback to off. I'm fine with it off as it behaves as vanilla FG. People can enabled it if they feel the need.

nephranka
November 10th, 2021, 20:23
In my test it appears now that concentration is being ignored? I cast Bless on one target and then on another and neither effect ended.

BushViper
November 10th, 2021, 20:28
In my test it appears now that concentration is being ignored? I cast Bless on one target and then on another and neither effect ended.

I guess I'm completely missing your issue because Bless is a multi-target spell; all of which fall under the caster's singular concentration. Today's fix corrected the issue where each target, of spells like Bless (Faerie Fire, etc.), were being counted as a separate concentration spell.

nephranka
November 10th, 2021, 20:32
I guess I'm completely missing your issue because Bless is a multi-target spell; all of which fall under the caster's singular concentration. The fix corrected the issue where each target of spells like Bless (Faerie Fire, etc) were counting as a separate concentration spell.

I totally get that, but if I cast Bless one round on 2 targets and then another round on 3 targets that is two castings of bless and the first should drop due to concentration.

Edit: I meant round

rhagelstrom
November 10th, 2021, 20:34
I totally get that, but if I cast Bless one turn on 2 targets and then another turn on 3 targets that is two castings of bless and the first should drop due to concentration.

Turn on the option to consider duration and it'll knock off the one cast the previous round because the one you cast will have duration 10 and the last round bless will have duration 9.

Consider duration should probably be always on, maybe not even an option to turn off.

nephranka
November 10th, 2021, 20:39
Turn on the option to consider duration and it'll knock off the one cast the previous round because the one you cast will have duration 10 and the last round bless will have duration 9.

Consider duration should probably be always on, maybe not even an option to turn off.

I see. I did not even think about that setting. Thanks!

Svandal
November 12th, 2021, 20:11
I’d be the first to admit more examples for everything would be helpful and Pathfinder especially so since right now there is essentially none that are specific for that ruleset. If you or anyone comes up with examples of things that BCE was useful for I’d be happy add it to the documentation.

As for as the SDC tag, if you can send me a spellcaster pregen I can probably figure out a solution
Hi
Have you had the time to look at making the SDC work for pathfinder? It would be great if you could.
Just a friendly reminder in case you had forgotten.

Information about pathfinder Save DC:
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=612749&viewfull=1#post612749
Pathfinder character with spells of every "DC kind"
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=612821&viewfull=1#post612821

ShadowedHand
November 16th, 2021, 02:31
It was mentioned a few pages back, but SAVEA does not seem to work still, just me?

Here is the context in which I am attempting to use it. The SAVES and damage work great.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M) (H); SAVES: WIS [SDC] (M) (H); SAVEDMG: 3d8 radiant; (C)

I have also attempted to use the SAVEA by itself, but still nada. No errors are presenting in the Console

rhagelstrom
November 16th, 2021, 18:18
It was mentioned a few pages back, but SAVEA does not seem to work still, just me?

Here is the context in which I am attempting to use it. The SAVES and damage work great.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M) (H); SAVES: WIS [SDC] (M) (H); SAVEDMG: 3d8 radiant; (C)

I have also attempted to use the SAVEA by itself, but still nada. No errors are presenting in the Console

I tested and the SAVEA seems to work as intended when not used with aura. With aura it doesn't fire and it might have to do with the way aura adds auras to actors. I'll take a look.

Edit: It looks like it has something to do with the conditional checking of IF: FACTION(foe). Still looking at it.


Hi
Have you had the time to look at making the SDC work for pathfinder? It would be great if you could.
Just a friendly reminder in case you had forgotten.


I'll take a look. If I recall it wasn't as straightforward as I'd like it to be.

BlazingAzureCrow
November 16th, 2021, 18:44
Would it be possible to create an effect that rolls whenever a creature takes damage (possibly with advantage)? This would help to emulate certain charm spells that allow a save to resist whenever damage is taken.

rhagelstrom
November 16th, 2021, 21:15
Would it be possible to create an effect that rolls whenever a creature takes damage (possibly with advantage)? This would help to emulate certain charm spells that allow a save to resist whenever damage is taken.

Can you point me to something specific that I can use as a use case?

BlazingAzureCrow
November 16th, 2021, 21:23
Can you point me to something specific that I can use as a use case?

Tasha's Hideous Laughter
Dominate Beast
Dominate Person
The charm effects from a succubus.

There are other examples, but those are some of the common ones. I specify having a version that also prompts advantage because effects like Tasha's Hideous Laughter cause you to to make damage-triggered saves against it with advantage.

nephranka
November 16th, 2021, 22:36
It was mentioned a few pages back, but SAVEA does not seem to work still, just me?

Here is the context in which I am attempting to use it. The SAVES and damage work great.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M) (H); SAVES: WIS [SDC] (M) (H); SAVEDMG: 3d8 radiant; (C)

I have also attempted to use the SAVEA by itself, but still nada. No errors are presenting in the Console

I use the following and it triggers as is both when they move into it and at the start of the turn. It also works if I drop the SAVEA or drop the SAVES.

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

ShadowedHand
November 17th, 2021, 00:40
I use the following and it triggers as is both when they move into it and at the start of the turn. It also works if I drop the SAVEA or drop the SAVES.

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

Yep! good call, that works perfectly. All I had to do is change the FACTION to (notself) and its working. I was a bit worried that it would impact allies, but the AURA: 15 foe keeps that from being an issue I think.

Thanks nephranka!

nephranka
November 17th, 2021, 01:18
Yep! good call, that works perfectly. All I had to do is change the FACTION to (notself) and its working. I was a bit worried that it would impact allies, but the AURA: 15 foe keeps that from being an issue I think.

Thanks nephranka!

You are correct. The Aura line puts in on the foes and the notself keeps it off the source. Glad it worked!

MrDDT
November 17th, 2021, 02:50
Yep! good call, that works perfectly. All I had to do is change the FACTION to (notself) and its working. I was a bit worried that it would impact allies, but the AURA: 15 foe keeps that from being an issue I think.

Thanks nephranka!

Wouldn't you still want the (C) at the end?

ShadowedHand
November 17th, 2021, 02:52
Wouldn't you still want the (C) at the end?

I'm using (C) in mine, works as intended.

The only thing I changed in my original string is the (notself)

nephranka
November 17th, 2021, 03:15
Wouldn't you still want the (C) at the end?

Yes. I had a different configuration before the update to how concentration works in the ext. Good catch.

eporrini
November 17th, 2021, 20:29
I've noticed an error when I place the dodge effect on a PC and it expires. It seems to expire correctly after the error is generated. I am placing the effect off of the created effects on the right hand side of effects that are added by the extension I believe.

rhagelstrom
November 17th, 2021, 23:45
I've noticed an error when I place the dodge effect on a PC and it expires. It seems to expire correctly after the error is generated. I am placing the effect off of the created effects on the right hand side of effects that are added by the extension I believe.

I'm not exactly following. BCE doesn't modify or do anything with Dodge. Are you sure what you are reporting is a BCE issue?

eporrini
November 17th, 2021, 23:52
I'm not exactly following. BCE doesn't modify or do anything with Dodge. Are you sure what you are reporting is a BCE issue?

Unless I am mistaken (and I may be), BCE has an accompanying bettercombateffects.mod that includes premade enhancements to the effects list window, one of which is a dodge effect that uses BCE with the correct expiration of Dodge. Exhaustion used to be part of that as well before it was pulled into it's own extension.

rhagelstrom
November 18th, 2021, 00:50
Version Update 2.11

Changed TempHP is Damage default from off to on as to work RAW
Changed restrict concentration to only match the name tag instead of the entire effect so things like hunters mark can be done with concentration restriction on

Better documentation on the what the options do.
Added DMGR - Damage Reduction
DMGR: (N) [damage type(s)] Reduce the damage taken by the specified damage type(s) by (N).
Heavy Armor Master; DMGR: 3 slashing, bludgeoning, piercing, !magic


Added SAVEONDMG (5E Only) experimental. - Roll save when the actor takes damage. It doesn't do advantage or disadvantage. There is an automatic save advantage ext out there that might work for that. I'll probably look at rolling in adv/dis on saves at some point
SAVEONDMG: [ability] [SDC] Roll save when the actor takes damage
Dominate Person; SAVEONDMG: WIS [SDC] (R); Charmed

rhagelstrom
November 18th, 2021, 00:55
Unless I am mistaken (and I may be), BCE has an accompanying bettercombateffects.mod that includes premade enhancements to the effects list window, one of which is a dodge effect that uses BCE with the correct expiration of Dodge. Exhaustion used to be part of that as well before it was pulled into it's own extension.

gotcha. I'll take a look. I haven't updated that module in a long long while and it's not on the forge. Would a module with documentation useful for people? Its kind of a pain to update

MrDDT
November 18th, 2021, 01:39
Version Update 2.11

Changed TempHP is Damage default from off to on as to work RAW
Changed restrict concentration to only match the name tag instead of the entire effect so things like hunters mark can be done with concentration restriction on

Better documentation on the what the options do.
Added DMGR - Damage Reduction
DMGR: (N) [damage type(s)] Reduce the damage taken by the specified damage type(s) by (N).
Heavy Armor Master; DMGR: 3 slashing, bludgeoning, piercing, !magic


Added SAVEONDMG (5E Only) experimental. - Roll save when the actor takes damage. It doesn't do advantage or disadvantage. There is an automatic save advantage ext out there that might work for that. I'll probably look at rolling in adv/dis on saves at some point
SAVEONDMG: [ability] [SDC] Roll save when the actor takes damage
Dominate Person; SAVEONDMG: WIS [SDC] (R); Charmed

WOOTS WOOTS this is sooo awesome!

BlazingAzureCrow
November 18th, 2021, 05:52
Version Update 2.11

Changed TempHP is Damage default from off to on as to work RAW
Changed restrict concentration to only match the name tag instead of the entire effect so things like hunters mark can be done with concentration restriction on

Better documentation on the what the options do.
Added DMGR - Damage Reduction
DMGR: (N) [damage type(s)] Reduce the damage taken by the specified damage type(s) by (N).
Heavy Armor Master; DMGR: 3 slashing, bludgeoning, piercing, !magic


Added SAVEONDMG (5E Only) experimental. - Roll save when the actor takes damage. It doesn't do advantage or disadvantage. There is an automatic save advantage ext out there that might work for that. I'll probably look at rolling in adv/dis on saves at some point
SAVEONDMG: [ability] [SDC] Roll save when the actor takes damage
Dominate Person; SAVEONDMG: WIS [SDC] (R); Charmed

The addition of SAVEONDMG is all I could've ever asked for~ It comes up quite a bit in our show. Thank you so much!

Having DMGR is going to be wonderful as well, since it will hopefully eliminate the suboptimal interaction that RESIST: X has with other resistances.

Frankly, this extension is long since past the point of basically being essential for the full FG:U experience.

nephranka
November 18th, 2021, 10:07
The addition of SAVEONDMG is all I could've ever asked for~ It comes up quite a bit in our show. Thank you so much!

Having DMGR is going to be wonderful as well, since it will hopefully eliminate the suboptimal interaction that RESIST: X has with other resistances.

Frankly, this extension is long since past the point of basically being essential for the full FG:U experience.

I have to concur. This is a must have!

rhagelstrom
November 18th, 2021, 17:46
Version update 2.12

Hey all a few changes from yesterday

Moved DMGR to 5E only. 3.5E already has DR and DMGR was throwing a script error for 3.5E
Fixed SAVEONDMG to properly process [SDR]
Added SAVEONDMG to 3.5E
Changed DMGR to accept a dice string instead of a number so you can now do the following
Interception Fighting Style; DMGR: 1d10+2 all
Deflict Missles; DMGR: 1d10+5 ranged,bludgeoning,piercing

MeAndUnique
November 18th, 2021, 19:19
That's amazing! Thanks for your hard work!

0m0n
November 18th, 2021, 22:56
Version update 2.12

Hey all a few changes from yesterday

Moved DMGR to 5E only. 3.5E already has DR and DMGR was throwing a script error for 3.5E
Fixed SAVEONDMG to properly process [SDR]
Added SAVEONDMG to 3.5E
Changed DMGR to accept a dice string instead of a number so you can now do the following
Interception Fighting Style; DMGR: 1d10+2 all
Deflict Missles; DMGR: 1d10+5 ranged,bludgeoning,piercing

Thanks so much for this extension. Not sure if I'm doing something wrong but the "Deflect Missiles; DMGR: 1d10+5 ranged,bludgeoning,piercing" doesn't work for me. If I remove the ranged part "Deflect Missiles; DMGR: 1d10+5 bludgeoning,piercing" it works. Doesn't seem to like the ranged part for some reason and fails completely

kevininrussia
November 18th, 2021, 22:59
4E: When applying damage I am getting text in the chat box s'Noope'

I dont have other extensions loaded except the Winter Theme

rhagelstrom
November 19th, 2021, 19:15
Version update 2.13

Fixed - Damage reduction was not working properly when using ranged or melee
Fix 4E - Removed debug statement

kevininrussia
November 19th, 2021, 20:07
4E: BCE v2.13
I am still getting the s'Noope' in the chat box when rolling damage.

rhagelstrom
November 19th, 2021, 20:21
4E: BCE v2.13
I am still getting the s'Noope' in the chat box when rolling damage.

I should commit that file. I blame the 13, I didn't like that version anyhow. I posted .14 that should fix it

BlazingAzureCrow
November 19th, 2021, 20:38
Tested in a campaign with no other extensions, it looks like something in BCE is causing the Damage Threshold (DT: X) effect to not work. When rolling damage against someone with it on it returns an error.

rhagelstrom
November 19th, 2021, 21:13
Tested in a campaign with no other extensions, it looks like something in BCE is causing the Damage Threshold (DT: X) effect to not work. When rolling damage against someone with it on it returns an error.

Fixed with new version 2.15

BlazingAzureCrow
November 19th, 2021, 21:56
That fixed it. Thank you!

narratu
November 19th, 2021, 22:20
PFRPG: BCE 2.14

Tested in a new campaign with no other extensions, it looks like something in BCE is causing long rests to not work. No error is given. No hitpoints are restored and no abilities are reset.

rhagelstrom
November 20th, 2021, 01:48
PFRPG: BCE 2.14

Tested in a new campaign with no other extensions, it looks like something in BCE is causing long rests to not work. No error is given. No hitpoints are restored and no abilities are reset.

Version Update 2.16
Fixed 3.5E Long rest was not working properly

Svandal
November 21st, 2021, 17:07
I play pathfinder.
I have an effect that I activate 1/round that gives me 3 extra AC against one melee attack. I can manually activate this as an effect every round and is like:
Shoulder roll; AC: 3, melee (expend on next roll)

If there was a way to deactivate this effect on the next roll instead of removing it I could activate it on the start of each of my turns automatically with this extension like this I think:
Shoulder roll; AC: 3, melee (expend on next roll); TURNAS

So are there any way to do this? Or include it in this extension? It is only a small quality of life thing for me, but I have 3 of these I need to activate each round. It would be nice to not forget to activate one of these :)

rhagelstrom
November 21st, 2021, 17:41
I play pathfinder.
I have an effect that I activate 1/round that gives me 3 extra AC against one melee attack. I can manually activate this as an effect every round and is like:
Shoulder roll; AC: 3, melee (expend on next roll)

If there was a way to deactivate this effect on the next roll instead of removing it I could activate it on the start of each of my turns automatically with this extension like this I think:
Shoulder roll; AC: 3, melee (expend on next roll); TURNAS

So are there any way to do this? Or include it in this extension? It is only a small quality of life thing for me, but I have 3 of these I need to activate each round. It would be nice to not forget to activate one of these :)

There isn't a way with PF to do this when a target is attacked. You can do it however if the target takes damage with DMGDT. Shoulder roll; AC: 3, melee (expend on next roll); TURNAS; DMGDT

I did do what I think what you are looking for with ATKDS for the 4E rule set. I didn't think there was a use case to expand that to other rule sets but I can look into implementing ATKDS for 3.5E

0m0n
November 22nd, 2021, 05:10
Version update 2.13

Fixed - Damage reduction was not working properly when using ranged or melee
Fix 4E - Removed debug statement

I am still seeing issues with ranged using v2.16s

rhagelstrom
November 22nd, 2021, 17:38
I am still seeing issues with ranged using v2.16s

What are you seeing? It appears to be working correctly on my end

0m0n
November 22nd, 2021, 23:07
What are you seeing? It appears to be working correctly on my end

I think I have worked out what was happening. If it isn't the NPCs turn in the combat tracker it fails completely if ranged is in the code. If it is the NPCs turn it works fine with ranged in the code. So it needs to be the attackers turn in the combat tracker

rhagelstrom
November 24th, 2021, 19:35
I think I have worked out what was happening. If it isn't the NPCs turn in the combat tracker it fails completely if ranged is in the code. If it is the NPCs turn it works fine with ranged in the code. So it needs to be the attackers turn in the combat tracker

Can you post some screenshots? I still can't reproduce what you are seeing.

0m0n
November 24th, 2021, 22:33
Can you post some screenshots? I still can't reproduce what you are seeing.

Sure. Sorry to be a bother

First image is heavy crossbow targeting the monk but it is the skeletons turn as it is using the crossbow
50087

Second Image is when changing the turn to the heavy crossbow
50088


Another issue I have noticed is if you have 2 sets of modifiers in the code it double counts the second when you roll against it. E.g. when using deflect missile with 1d10+[DEX]+5 to account for the monk level and dex modifier the dice rolls a 1 (with dex +5) and shows as 11+5 in the combat tracker instead of just 11 so when you roll against the monk it adds another 5 making it 16 you are rolling against instead of 11. (Also can't use 1d10+[DEX]+[MONK] but I think that is a FGU thing not your extension.)
50089

rhagelstrom
November 25th, 2021, 00:03
Sure. Sorry to be a bother

First image is heavy crossbow targeting the monk but it is the skeletons turn as it is using the crossbow
50087

Second Image is when changing the turn to the heavy crossbow
50088

I still can't reproduce. I checked and what I'm processing is the source of the damage and the target, not who has initiative. The screenshots look fine and it should work. Are you running any other extensions?



Another issue I have noticed is if you have 2 sets of modifiers in the code it double counts the second when you roll against it. E.g. when using deflect missile with 1d10+[DEX]+5 to account for the monk level and dex modifier the dice rolls a 1 (with dex +5) and shows as 11+5 in the combat tracker instead of just 11 so when you roll against the monk it adds another 5 making it 16 you are rolling against instead of 11. (Also can't use 1d10+[DEX]+[MONK] but I think that is a FGU thing not your extension.)
50089

I did think about this and wasn't sure if FG handed that or not vanilla. That might be a future add.

0m0n
November 25th, 2021, 00:06
No other extensions. I'll start a new campaign and try again. Might be a db issue in the campaign. Will let you know if I see the same in a fresh campaign

0m0n
November 25th, 2021, 02:16
New campaign with only BCE running. Still having issues when ranged is in the effect.

I don't think it actually is the turn order. If I run the damage from the combat tracker and not the NPCs sheet the effect works (ie Expand the Offence on the combat tracker). If I do damage from the NPCs sheet it fails (I don't normally have offense open so if it isn't the NPCs turn this doesn't appear on the CT)
50092

MeAndUnique
November 25th, 2021, 17:46
New campaign with only BCE running. Still having issues when ranged is in the effect.

I don't think it actually is the turn order. If I run the damage from the combat tracker and not the NPCs sheet the effect works (ie Expand the Offence on the combat tracker). If I do damage from the NPCs sheet it fails (I don't normally have offense open so if it isn't the NPCs turn this doesn't appear on the CT)
50092

Just to clarify, is the NPC sheet you're using for the roll the original one or the one opened from the CT? The original one would be expected to not function correctly in a handful of situations, even without any extensions loaded.

0m0n
November 25th, 2021, 21:25
I'm opening the character sheet from the CT using the shield. As long as the offence is expanded in the CT it will work from the character sheet. If it is minimised it doesn't work from the character sheet. Strange that no one else is able to replicate
50101

MrDDT
November 25th, 2021, 23:26
I'm opening the character sheet from the CT using the shield. As long as the offence is expanded in the CT it will work from the character sheet. If it is minimised it doesn't work from the character sheet. Strange that no one else is able to replicate
50101

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"