Tick this box I think.
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Tick this box I think.
I've moved this post to the thread for the extension you're using. If you have a question related to an extension, the place to ask a question is in the thread of that extension. This keeps all questions and answers together, has a better chance of attracting the attention of the extension developer, and doesn't overwhelm the "Extensions" forum - which is meant to be a place where people post their extensions, not ask questions about existing extensions. Please keep this in mind when posting questions about existing extensions in future. Thanks.
Ok maybe someone with more experience on this extension can clue me in, because I can't tell if I'm going this right. I've got the Bloodaxe, trying to add in the conditional necrotic damage (not construct or undead). As a test right now, I'm trying to just go after a humanoid target (Cult Fanatic) but the 1d6 necrotic damage isn't applying. I'm using "IFT:TYPE(humanoid);DMG:1d6,necrotic;" for the effect. Can anyone tell me what I'm doing wrong here?
https://prntscr.com/t3b6xg
Make sure that you created the weapon, added it to the player's inventory and then added the player to the Combat Tracker. The effect should show up as soon as the players is placed on the CT.
Ok I ended up finding that the weapon was in the inventory but was not flagged as equipped. As soon as it was equipped, boom, effect applied. Gotta say, I like that level of functionality!
The example shown added effects with syntax that I don't see in the 5E effects wiki.
Attachment 38517
Is the syntax of "for [2d6 rnds]" and "visibility [hide]" from an extension? Where is this documented?
The example shown added effects with syntax that I don't see in the 5E effects wiki.
Attachment 38517
Is the syntax of "for [2d6 rnds]" and "visibility [hide]" from an extension? Where is this documented?
I have set these things with the effect UI on the CT. But that UI is not available through this extension. I don't see any documentation on writing it syntactically.
Sorry for the double post. Didn't see it post my original question and thought I did something wrong.
Click on the effect and edit it.
https://i.imgur.com/PAyRb1s.png
Sorry, For some reason I found myself typing the whole string out without the box. But, I can see it works as intended. Thanks!
When I add effects to an NPC and then drop them in the combat tracker, their effects are not being added?
Nevermind it was the death token extension causing the issue.
Ok after two days of reading post, watching videos, and allot of trial and error I am throwing into the towel and asking the experts of Fantasy Grounds. Please help this poor wretched an apparently inept computer using fool. Any help appreciated.
So I am trying to alter the Sun Sword in Curse of Strahd a bit. I want the weapon to still be a +3 and deal radiant damage. I want the damage to be 4d10 (plus the 3). However I only want it to effect creatures of Evil Alignment. I want the weapon to do 0 damage to non evil targets.
If I posted all the different things I have tried I would fill a page so I will just say that I am not sure how to go about accomplishing this. Thank you guys in advance.
I believe you could do it like this:
First, set the base Sun Sword bonus and damage to 0 on its item card. This way by default it does 0 damage. Then add the following effect code to the Sun Sword item card. (And be sure to equip it.)
You also have to clear the Sun Sword's damage information on the PC's Actions tab. Clear the default d8, set "Stat" to blank instead of "Base" (otherwise it will still add the PC's Str/Dex modifier against non-evil targets), and finally set the Bonus to blank.Quote:
IFT: ALIGN (evil); ATK: 3; DMG: 4d10+3 radiant
In a quick test, this does 0 damage to non-evil targets (you can drag/apply the damage blood drop, but it deals 0) but will be +3 to hit and deal 4d10+3 radiant to evil targets.
If the PC has some other kind of buff that gives them a damage buff, like DMG: 5 or something, then unfortunately it will still cause the sword to deal this 5 dmg even against non-evil targets. I'm not sure how to nullify that. Hopefully someone else knows a way because that would be a neat bit of effect syntax to know!
Need help im trying to have this weapon do x4 for its critical but its not working.
https://puu.sh/GndJi/347dbe3e6f.png
https://puu.sh/GndMD/381308a7b8.png
I need help coding a swords effects. The PC can choose to apply a bonus of +2 to an attack, but the sword will then apply a penalty of -2 on the next attack.
How would you code this?
I do use Kent's onturn and onsave extensions?
Thank you very much for this extension. It has been very helpful.
I have had a problem trying to create an ability on a weapon (Mace called Echo) that does d6 thunder damage.
That part I can do on the weapon or as an effect on the person.
What I would like to do is get the weapon to roll again the d6 if it is a 6.
I know the syntax works for /die d6! but I can't get the effect to work in play.
DMG: d6!, thunder
I am using unity and I am not sure that even if the dice roll is legit but just can't be used as part of weapon damage.
Up until now, I just copy/paste the /die d6! in the chat window and then manually edit the damage on the target creature.
Any thoughts?
There is no effect that you can create which will re-roll any kind of dice number. Unity has an enhanced dice roller but it's all done via dice strings typed into chat. Nothing like that has been incorporated into the rulesets.
Thank you very much. I feel better as to why I couldn't make it work.
At least my manual method works for now.
Thanks for the quick reply.
Just so I am understanding a possible application of this extension:
I've been looking for a means of adding weapon speed into my 5e game. If I loaded this extension and applied an INIT +X to all of the weapons and NPC (Monsters) would this work? Would it automatically add this to initiative rolls on the CT? I am looking to use the 1e/2e 1 to 10 weapons speed, except I'd have to flip the range so that 1 is slowest and 10 is fastest. Is there an upper limit on initiative in FG?
The effects stay in effect until removed, correct? They don't expire with the session?
Thanks for your time and the work you've put into this and other extensions/mods. I don't think you folks that make these additions understand how much we really appreciate what you do. Thanks again!
So I loaded the extension and was able to trial run a weapon speed effect. Worked great and was easy to put in. Thanks for making it so user friendly.
Is this only available on a per campaign basis, or can it be loaded in from a mod? I have made my own version of the PHB which consolidates information from the PHB and Xanath's as well as adding races/classes from other sources. If I were to go into my modded PHB with your extension active, put effects in for each weapon to simulate weapon speed and then export that into a mod, would it work where ever I loaded that mod, providing I also load your extension?
However, I'd have to figure out a way to deal with characters that have multiple weapons equipped. Dual wielders would be crazy fast!
Thanks
Is it possible in FGC to code exploding die? Or a similar effect.
I homebrew a weapon that rolls 2d4 for damage. If you roll the same dice, you can roll an additional d4. You can keep going as long as the numbers match.
This weapon also cannot crit. I'm also not sure if that can be coded
Looks like your thread for an extension turned into a "How do I make effects" thread lol.
I do have a question/request for the extension though. The 2e version of this hides the effect from the Combat tracker, making it nice and clean, especially for the GM. It would be cool if the "hide" option didn't put the effect on the combat tracker at all. I've got players with a lot of buffs that I don't really need to see, but still need them running. Things like bonuses to skill rolls and AC. Racial immunity modifiers. All of that would be great to have applied, but hidden in the background.
Is there some setting I have to turn on to get the Advanced Effects on the character sheet to take effect? The effect shows up on the Abilities tab but they don't show up under effects in the CT. Effects on items is working just fine.
*EDIT* - Nevermind... I realized that after you make changes and add effects onto the character sheet, it only applies into the CT once you delete the old character sheet and re-add the updated version to the CT.
Hold up, if I am adding Advanced Effects on the character sheet under the Abilities tab, can they not use variable-based values like [CHA] but you have to manually put in what that numerical value is?
Any effect that requires the source to be the target will not work. This is because to make these work, the source of the effect is the origins of the effect. In this case the effect record. As far as I am aware the effect type you mentioned are the only ones that do that.
What does Resistance> Poisoned do?
Hi Celestial,
I found that when turning on Advanced Effects, it will interfere with showing how many Spell Slots my NPCs have.
When I add Glasstaff (Iarno Albrek.. from Lost Mines of Phandelver) to Combat Tracker.. his available spells slots will be all 0.
Turning your extension off makes them re-appear!
Attachment 39857
No Problem :)! Thanks you!
Minor update
Update 4.5: Bugfix: Spell slot values on npcs were lost when dropped into CT.