PDA

View Full Version : Adding Hit Dice into effect coding (5E - 2014)



Tempered7
June 5th, 2025, 10:04
Is it possible to use Hit Dice in effect coding?

Particularly coding for feats. What I'm trying to do is;


Give Regen: 3 + Hit Dice IF the char has less than half HP.
Can't regen if the PC has less than 0 HP.

I tried "Regain HP equal to 3 + your HD" and with "Hit Dice" neither worked.

Note: The feat didn't add the effect to the PC in CT, nor the power into Actions sheet.


Also, Is it possible to code more complex REGEN rule, maybe with CUSTOM? Such as;



Using 3 + Hit Dice = Regen Pool to use in combat (as TEMP HP maybe)
If HP = Less than half, PC automatically spend regen points as coded in 1. Maybe from TEMP HP to Max HP.
If the PC is at 0 hit points and are unable to regenerate, dies.

Moon Wizard
June 5th, 2025, 10:27
There's no way to code HD into effects.

If applied from PC sheet, there are certain tags that are "resolved" when you apply the effect. (STR/DEX/CON/INT/WIS/CHA/LVL/PRF) within brackets
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation

Regards,
JPG

Tempered7
June 5th, 2025, 12:27
There's no way to code HD into effects.

If applied from PC sheet, there are certain tags that are "resolved" when you apply the effect. (STR/DEX/CON/INT/WIS/CHA/LVL/PRF) within brackets
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation

Regards,
JPG

Bummer. Thanks for the clarification, Moon :)

Only one that is closer to HD is CON mod which I made one with. How to make it automatically apply the effect in CT for users of the module? Drag & drop or taking the feat while leveling doesn't work.

Note: The feat is made but the module it's in is incomplete / in campaign book. But it's not automating -populating the CT / Action>Powers with the effect- in test campaign with exported book either.

Zacchaeus
June 5th, 2025, 16:00
Which feat from which module are we talking about?

Tempered7
June 5th, 2025, 16:08
Which feat from which module are we talking about?

Homebrew feat for Solo Combat Guide campaign with no extension. I worded it as;


Regenerative

Prerequisite: Constitution 12 or higher

You body has minor regeneration power.

* You regain hit points equal to 3 + your Constitution modifier at the start of each of your turns.
* You die only if you start your turn with 0 hit points and doesn't regenerate.

I'm trying to do;


Death only on zero hit points The <creature name> regains x hit points at the start of its turn. The <creature name> dies only if it starts its turn with 0 hit points and doesn't regenerate.

From 5E Effects for Advanced Automation (https://fantasygroundsunity.atlassian.net/wiki/x/74xnOw)


EDIT: I tried to back it up by creating an effect in the effects category (right menu) but I don't know how to attach it to the feat so it populates Action > Powers. Can you walk me though this process?

Regenerative; IF: Bloodied; REGEN: 3 [CON]; [SELF]

Zacchaeus
June 5th, 2025, 17:24
Homebrew feat for Solo Combat Guide campaign with no extension. I worded it as;



I'm trying to do;


Death only on zero hit points The <creature name> regains x hit points at the start of its turn. The <creature name> dies only if it starts its turn with 0 hit points and doesn't regenerate.

From 5E Effects for Advanced Automation (https://fantasygroundsunity.atlassian.net/wiki/x/74xnOw)


EDIT: I tried to back it up by creating an effect in the effects category (right menu) but I don't know how to attach it to the feat so it populates Action > Powers. Can you walk me though this process?

Regenerative; IF: Bloodied; REGEN: 3 [CON]; [SELF]

Without an extension you can't attach an effect to a feat. Your effect works if you just add it to the actions tab of the player. I'm not sure that you can get the if it starts its turns with zero hit points bit to work on a player since death saving throws will come into play. Also the wording in your feat doesn't tie in with the effect you have created. Bloodied means that the character is at less than half hit points but your feat doesn't mention that. So you don't need the IF: Bloodied part just the REGEN: 3 [CON] bit.

Tempered7
June 5th, 2025, 17:31
Without an extension you can't attach an effect to a feat.

Your effect works if you just add it to the actions tab of the player.

I'm not sure that you can get the if it starts its turns with zero hit points bit to work on a player since death saving throws will come into play.

Also the wording in your feat doesn't tie in with the effect you have created. Bloodied means that the character is at less than half hit points but your feat doesn't mention that. So you don't need the IF: Bloodied part just the REGEN: 3 [CON] bit.

Oh, I guess my readers will have to drag and drop the feats if they don't have the extension. I'll add a note for the new soloists. Which extension btw?

Yeah bloodied is my bad, also just noticed this for CON effect:


Must be set up as a power PC actions tab to work with [CON]. Effect must be reapplied in CON bonus changes.

I'm now testing it, will report back. Thank you :)

I'll also test simply REGEN: 5. It's for beginner easy mode.

EDIT: Dang, I pasted the wrong note. not CHA, CON

EDIT 2: Oh, death save throws. Great catch! I'll take that into account. TY!

Tempered7
June 5th, 2025, 17:39
EDIT 2: Oh, death save throws. Great catch! I'll take that into account. TY!

How about IF Wounds exceeds Max HP? Would it work? If so how? It's not exactly in the wiki but maybe with "IF: Wounds > HP"?

EDIT: I feel like a coding wizard too! :D

Zacchaeus
June 5th, 2025, 19:30
How about IF Wounds exceeds Max HP? Would it work? If so how? It's not exactly in the wiki but maybe with "IF: Wounds > HP"?

EDIT: I feel like a coding wizard too! :D

No, there's no test you can make for a specific number of Hit Points; Wounded and Bloodied are the only tests that you can make that deal with hit points. I don't know of any extension which adds effects to feats, but there may well be one on the Forge.

Tempered7
June 5th, 2025, 19:40
No, there's no test you can make for a specific number of Hit Points; Wounded and Bloodied are the only tests that you can make that deal with hit points. I don't know of any extension which adds effects to feats, but there may well be one on the Forge.

Oh, ok. This is for the combat guide readers so I think I'll just make do with notes.
I already managed to test different numbers + CON mod for Solo Barb & now testing Solo Fighter and finding the sweet spot.

Thanks anyway, Zacc, Moon :)

MrDDT
June 6th, 2025, 11:58
How about IF Wounds exceeds Max HP? Would it work? If so how? It's not exactly in the wiki but maybe with "IF: Wounds > HP"?

EDIT: I feel like a coding wizard too! :D

You can do this with Better Combat Effects Gold EXT for 5E.

https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold

There are many checks for HP and TEMPHP if you wanted to check I'm sure it can do any combo of IF and IFT checks you want for this.

Tempered7
June 7th, 2025, 01:43
You can do this with Better Combat Effects Gold EXT for 5E.

https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold

There are many checks for HP and TEMPHP if you wanted to check I'm sure it can do any combo of IF and IFT checks you want for this.

Unfortunately, I can't buy anything from the forge because paypal is banned in my country. I have the non gold version though, maybe that can help. I'll make some tests later today.
I added notes of how to use the effects for the new feats, so it is covered even if the reader doesn't have extensions.
Thanks, anyway, MrDDT :)