I can also confirm that proficiency bonuses aren't being added to ongoing saves.
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I can also confirm that proficiency bonuses aren't being added to ongoing saves.
Version update. 2.31
fixed - proficiency bonus among other things not being applied to ongoing saves. incorrect actor passed
fixed - SAVEA not processing. Removed from AE evaluation
update - Documentation update
I had an issue where Requested Rolls were not going to the owning PC when I added from the Effects window and added a BCE tag after the fact (described here). Should I look for that to be fixed with 2.31, "incorrect actor passed"?
Is this project open source? I'd like to see how the machinery works to better understand what some of the features do, and help out here and there if I can.
I knew that....but did not put 2 and 2 together.
DISSAV: intelligence; RESTL
Everyone:
II’ve partnered with Grim Press and together we have released Better Combat Effects Gold for 5E which tightly integrates with 5e Automatic Effects. By partnering with Grim Press, I knew that our products would greatly complement each other and that additional time working with the team would also be needed. I am continuing to offer Better Combat Effects free and will support it with bug fixes, SW changes. New features for 5E will happen in BCEG. Future work for Better Combat Effects will focus on stability, and fixes for 3.5E/PFRPG/4E for better compatibilty. I hope that you will agree with me and continue to support the extension as you always have.
In the description of BCEG, it mentions a module for all the instructions, but I can't seem to find it in the module list.
Version update: 2.32
Fixed - DMGAT,DMGRT,DMGDT - not working when Advanced Effects extension is loaded
Fixed - effects with , then space was inadvertently removing the space @TheoGeek should fix the issue with Equipped Effects
Sorry there was a bad upload where it was missed. It is live now or you can download it straight from in the BCEG thread in paid
That did the trick, thanks!
For your information rhagelstrom, this is an effects builder, it is really nice. And it can work with other extensions, but requires some work:
https://www.fantasygrounds.com/forum...Effect-Builder
Also, my bug report with pathfinder ruleset with SAVEDMG and everything related to the SAVExxx effects does not work. It rolls save, but it does nothing more after it rolls (it does nothing on either failed or success on the save)
Version update: 2.33
Fixed - Conflict with Requested Rolls where the GM would get roll requests for the PC on ongoing saves
Fixed - Conflict with Automatic Shield Master
A bit about requested rolls. It won't ask the player to roll for ongoing saves. This might be revisited at some point. My thought right now on it is that when a NPC such as a dragon performs frightful presence, Requested Rolls isn't asking the PC for that save either, which is exactly the type of functionality ongoing saves is automating. Now it may be user error on my end and it does ask the PC for that save but I couldn't get it to work.
Hello,
I think an update broke the DMGA function. This used to apply damage on application of the effect now it just applies the effect as expected and removes itself after the duration has expired. I have a barbarian that uses Storm Aura where this used to work a couple weeks ago: "Storm Aura; AURA: 10 all; Storm Aura; IF: FACTION(notself); DMGA: 3 fire"
I tried both simply "DMGA: 1d6 fire"/ "DMGA: 3 fire" and the one references in the forums "AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fire" all apply the effect then remove once the duration is finished but none apply damage.
I am only using the AURA Effects and Better Combat Effects extensions.
Has conflict with Automatic Death Resistance Extension
When a creature with one of the automatic death resistance effects or the Zombie is dropped to 0 HP they are revived but with the prone condition.Attachment 51342
I think that I found the conflict. It isn't a conflict per se. BCE appears to add prone to a creature dropped to 0 HP. Fantasy Grounds doesn't handle a creature dropping prone in this way. FG only adds the unconscious condition to a creature that drops to 0 HP.
Digging even deeper, if the unconscious effect is added to a creature for any reason. eg from a spell (sleep, eyebite...) the prone effect is added.
BCE adds prone when a creature is unconscious as while it's unconscious FGC/FGU also give the prone effect wrapped in unconscious, however, if you remove unconscious in FGU vanilla they are no longer prone. However, in normal use they should still be prone as just being awake does not make one no longer prone they need to use 1/2 movement (on their turn most likely) to stand up. So BCE made it when you get unconscious you also become prone as to help with this issue.
To be honest automatic death resistance should likely need to detect that it would cause them to be 0 and instead of letting them be 0, they would instead be 1 as the trait states. I don't think this is really possible. As the rule is if a creature is unconscious they also become prone. So BCE is doing it correctly however do to limitations of FGU Auto Death Resistance is not able to not prevent them from becoming unconscious it is instead giving them +1 HP. Which also could cause conflicts with other effects too.
I see what your saying for the Automatic Death Resistance. It removes concentration as well. That's actually a pretty big drawback, though i guess it would be the case anyway when knocked to 0 HP.
It's really nice for running Zombie Hordes though.
I can probably make that prone effect an option so people can toggle if they want it or not.
Version Update: 2.34
Fixed - DMGA not working as intended
Feature (5E) - Added option to options menu to add prone or not when unconscious
Fixed - BCE Saves not working
@Svandal - on the issue of SAVExxx in Pathfinder (or 3.5e, which I am using): are you using the small letter save abilities (reflex, fortitude, will)? The BCE descriptions refers to the 5e abilities and states "SAVEA: CON 10", but this is indeed for 5e only. E.g. for 3.5e, the Ghoul Touch equivalent requires: "GOTU; Paralyzed; SAVEA: fortitude 12 (R); SAVEE: fortitude 12 (R)"
Not sure to which save issue you reply to: But the remaining incompatibility which Svandal mentioned is with respect to my extension (the advanced automation one for 3.5E/PF1). This extension adds the ability that one can code effects in such a way that they only apply with respect to certain actions, like IFTAG: spell; SAVE: 3 (save bonus of +3 only against spells), or IFTAG: apple; AC: 2 (AC bonus of 2 against attacks with tag apple :D) etc.
However, BCE adds ongoing saves if I understood correctly, and so one may try to combine ongoing saves with IFTAG, but that won't work currently :)
I see. I am indeed combining quite a lot of extensions (yes, I know, I should not...) like Extended Automation, Aura Effects, Better Combat Effects, Advanced Effects, and Combat Modifier Calculation - many of them originally written for 5e and ported to 3.5e - to automate spells, abilities & feats. The description is not always exactly matching, which also has caused me some head-ache. ABILITY saves, Capitalization (or lack thereof) and missing whitespace are one common issue, so I wanted to point it out as first debug step.
Just a quick FYI - for BCE Gold the module explaining the modifier tags has a typo - instead of TREGENA for applying a one time regeneration to temporary hit points, it says the tag is TRGENA.
Version Update: 2.35
Fixed - Issue with damage tags such as SDMGADDT were not working when applied to a player's PC
Effects such as SDMGADDT
Is there something special that I need to do to get this to work? Otherwise it doesn't seem to be fixed.
I also either found another bug or do not understand correctly the ability score modification syntax with [aaa-X]. The example for BCE details "Belt of Frost Giant Strength; STR: 19-X;" which should put the strength of the PC to 19. When I apply the effect (via "Advanced Effects") to a PC with strength: 10, the effect "Belt of Frost Giant Strength; STR: 9" is added. This corresponds to a bonus of +9 to strength - but not to a change of the ability strength to 10+9=19.
Did I get this wrong?
I can't seem to get Deflect Missiles to work...
Deflect Missiles; DMGR: 1d10 [MONK], [DEX],ranged,bludgeoning,piercing
DMGR works with numbers (Heavy Armor Master is fine but doesn't seem to work with dice/class/ability.