Can't automate that functionality on a Crit. There currently isn't a crit conditional.
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Thanks rhagelstrom. That's what I thought but figured I'd ask. I appreciate the reply. I saw the new "Feature: ATKCADD add effect/condition on critical hit" and didn't know if something may be done around that (though I couldn't figure it out - lol).
You can do the crit using another ext called "Theogeek's Nat 20", which adds a coding called nat20; you can use that to trigger events on a natural roll of 20 only.
That is really simple one to do.
https://forge.fantasygrounds.com/shop/items/161/view
Then you want another extension called Advanced Effects (which IMO everyone should have because its freaking awesome)
https://forge.fantasygrounds.com/shop/items/68/view
Then you can do something like this.
Attachment 56027
Do note that you need to make sure it says "action only" checked; then it will only trigger with this weapon.
The second part of that effect you would likely want to trigger that manually or you can use a manual AURA effect if you have the AURA Effects EXT, if you need help on that let me know.
I believe for damage there is, you can simply put
This will add 1d8 fire damage only to the critical part, so example a greatsword with this effect would do 2d6 normal hit, + 2d6 critical, + 1d8 fire criticalCode:NameOfEffect; DMG: 1d8 fire, critical
For a total of 4d6 + 1d8
This is built in basic of FGU however, it doesn't work only a 20 on an attack it works for all critical, no matter what is rolled if it's considered a critical it will apply it.
Whereas here, I believe they want it to be only on a natural 20.
Hey Ryan,
Thanks for adding the Critical Hit functionality, works great!
I found something that isn't working correctly. When using "TATKHDMGS: 5 cold,melee" the return damage is not activating. If I remove the "melee" tag it works. Also does not work with the "ranged" tag.
No other extensions loaded.
Thanks again.
Hello there,
I recently bought BCEG and I am loving it so far, but it seems I have have some functionality issue that I did not have the first day I was testing with it. Any of my SAVEE and SAVEONDMG effects, including the dominate person effect that is provided in the examples (Dominate Person; SAVEONDMG: 20 WIS (R)), will expire whether they are successful or not. I saw that (RA) should do this, but shouldn't (R) indicate that it only removes the effect on a successful save? I tested this out in a campaign with no other extensions loaded. Thanks for any assistance you can provide.
Hi, i think i must be doing something wrong.
I just bought the BCEG, and i keep finding effect that do not work for me. Even when just using the examples provided on the extension (like armor of agathys, Dodge being remove at turn start, Monk deflect missiles, etc.) There are just to many for being just a bug.
what could i be missing?
Can you give me some more
Dodge is coded wrong it should be BCEG; Dodge; TURNRS instead of BCEG Dodge; TURNRS
Armor of Agathys is currently broken as the post above
Monk Deflect Missiles is working for me, can you explain what it's not doing? (it is coded wrong it should be roll instead of all)
I got dazzed with the lots of information, sorry if im asking what is already clarified.
After several try, i got the Monk working. Is meant to be as a permanent damage treeshold for ranged pierce attacks? or it should deactivate eventually?
The Dodge thing, worked when i set the duration to 2 round, FGU is removing 1 to duration at turn start, and then when it get to the PC, it checks there is a 1 in duration and it shut it off (thats how its suppose to work?)
Havin to click on sneak attack dmg when the condition was met wasnt a big deal, i see here the example propose a automatic trigger. I got to the point where the effect is checked and set off, but it doesnt add the damage.
I was having problem gettin Shadow Drain Strenght to work, but your post made me realize there is a "BCEG" en front of every effect, that need to be added to the example so it will work.
I dont get the point of the Web auto Dex Save. It checks at the begning of the turn if the character got webed, but its already forcing to make the check at DISADVANTAGE. If im reading the spell correct, you need to make the check before the restrained, and then you can brake free with STR or fire.
Frightful Presence has two settings, both check WIS Saving throw at turn end, the one in Effect does just that, but never remove it regardles of succes or failure, the one in the example, has the (R), and always remove it at turn end, regardless of success or failure.
Again, i mostly conviced the problem are on my end, i dont want to come up as obnouxiuos, or over critic, because it is all the contrary. I loved BCE for years, i finally got my Paypal to work so i can buy the Gold one. Im really excited about this addon. And i want to get the most out of it.
Also, sorry for my bad english xD
Monk Deflect Missiles should be set to ROLL which means on the next roll it removes the effect.
Dodge other than the thing I said before about dodge, it looks like it works fine to me, do you use random INIT each round? (Optional Rule)
Sneak attack thing is broken as per the post above, fingers crossed that 5.1 will fix this as Ryan already knows about it.
Shadow Drain is already working as you can see you need to use BCEG Shadow to get the effect to work correctly or make a new effect that says whatever you want to call their special feature. Matching needs to match.
Web effect is meant to be placed on the creature after they already fail the first save and this is the ongoing effect to check if they are still webbed, IMO this is a bad use of this spell coding as it's a CHOICE to make a break free check as an action and not automatically at the start of the creatures turn
Frightful Presence coding is wrong it needs to have an (R) in it, Also as the post above says SAVEE is currently bugged we believe, so 2 things with this one
1) The example coding is missing the (R)
2) SAVEE in 5.0 is currently not working correctly, as anything with an (R) is also removing it on a successful save.
Feel free to ask more questions, how things get fixed and people learn, if you have this question just think how many have it and don't ask.
Oh, that was very educational. Now im getting most of them to work, except for the couple are listed at not working right now. There are so so many to test them al at once xD
Maybe there could be like a list on the first post of the code not working right now. Its kinda hard to search on this huge thread.
Other than the need to set up Dodge (and many other similar effect) on duration 2 round + TURNRS, im fine. Thank you <3
There is a version update tomorrow with goodies and module example effects documentation update that hopes to address the issues. Apologies for careless oversight on those.
Version update: BCEG Update 5.1
Feature: Spell Attack and Spell Range filters. See [attack type] in documentation
Feature: Conditional Operator ATK([range],[attack type]) which will return true if matching range filter or attack type filter
Fixed: Range filter not working for TATKHDMGS, TATKMDMGS
Fixed: TATKHDMGS on processing on crit
Fixed: Add effect/condition tags where not adding condition
Fixed: (R) removing on any save rather than just success
Fixed: Module documentation for example effects
Changed effect performance gathering to append instead of overwrite
Good Day Rhagelstrom :)
I seem to have a conflict between BCEG and Capital Gains by MeAndUnique.
When testing in a clean campaign with only these two enabled Capital Gains would not respond to button pushes to increment their usage.
I would hate to have to choose between these awesome additions to FGU. :)
It appears the latest update broke Bratch9's Advanced Spell Damage extension when you use it alongside BCEG
Its probably related to Capital Gains. I have a fix that will be up tomorrow.
The spell damage issue was also reported to me... I dont have this forge extension, not sure if you have mine...
With a messing in your forum I should get a notification if you update a fix for this.. ( Then I can update my thread as well. )
Let me know via dm, if you need access to the extension or not. ( I dont have yours, I have the non-gold old version.. )
-pete
Version Update: 5.2
Feature: Conditional operator ATKDIST returns true if the distance between the attacker and target is <=. Only valid with IFT. No targeting required
Feature: Option to turn off performance logging
Fixed: Conflict with Capital Gains and probably others
Fixed: Script error when damage applied is negative
Fixed: Ongoing saves not completly working as intended
Fixed tags SDMGOS,SREGENS, STREGENS, SDMGOE, SREGENE, STREGENE firing when the were not suppose to
Fixed: Conditional Operators ADV/DIS not working in some situations
Under the Hood: Formatting
Under the Hood: Luacheck for automated code warning/error checking
I think this should fix the b9 issue but if it doesn't let me know and I'll take another look at it.
Sneak attack should be fully automated now. It's a mouthfull however and I'll probably make a macro in the future so it isn't so complicated but you can get there with the raw codings. See below and also examples on how to use some of the new conditional operators
Code:Sneak Attack Range; ATURN; IF: !ADV; IF: !DIS; IF: ATK(weapon); IFT: RANGE(5,enemy); IF: CUSTOM(Sneak Attack Advantage); ATKHADD: Sneak Attack Damage; DUSE
Code:Sneak Attack Advantage; ATURN; IF: ADV; IF: ATK(melee,weapon); IF: WEAPON(finesse); ATKHADD: Sneak Attack Damage; DUSE
Fire Elemental [NPC]Code:Staff of the Magi; ATK: 2 spell
Code:Fire Form; IFT: ATKDIST(5,melee); TATKHDMGS: 1d10 fire
I'm afraid the fix did not actually fix the issue with Advanced Spell Damage.
Here's an example of the issue:
Attachment 56215
The Warlock in the screenshot casts Hellish Rebuke on the enemy, using a 3rd level spell slot (the 3 highlighted in blue). The spell is supposed to calculate automatically the damage as if cast at 3rd level, but as you can see in the chat it rolls damage as if it was a 9th level spell slot.
I do NOT have the Capital Gains extension, so it's not related to that. In the screenshot above I enabled only BCEG and Advanced Spell Damage
The main issue, after looking, is that both extensions change 'getPCPowerAction' but dont call the original function... So in this case BCEG replaced the version in ASD which replaces the ruleset version. ( Also some other issue with NPC character sheet interaction that I did not look into... the drag from a npc sheet instead of the CT damage... )
Not sure on a good solution to this.. will have to have a think.. and maybe some DM chat between the extensions.
-pete
Version Update 5.3
Feature: Macros tags SNEAKATK, RAKISH, for rogue sneak attack automation and rakish audacity - Requires Advanced Effects Extension
Fixed: Some tags without modifiers not processing
The previous sneak attack codings were not quite correct. You can code Sneak Attack and Rakish Audacity with but the entire thing gets to be a long mess. The macros make it much easier.
Code:Sneak Attack; SNEAKATK; ATURN
Code:Rakish Audacity; RAKISH; ATURN
If you use RAKISH, you don't also need SNEAKATK as RAKISH takes care of everything.
Damage is determined based on rogue level. If you want damage based on a class other than rogue, then you would code it like the following:
Code:Sneak Attack; SNEAKATK: homebrewclass; ATURN
If you have "Insightful Fighting" you can add that effect to the rogue and then make that effected a targeted effect to whatever enemy you are fighting. This will allow SNEAKATK to also grant Insightful Fighting when it applies.
SNEAKATK also works on NPCs, where the damage is based on the CR (half rounded up) of the NPC.
Version Update: 5.4
Fixed: OOB.type for client SNEAKATK support
Fixed: On add tags not doing something when target is self
Fixed: Tags without modifiers not processing
Fixed: 5E effects with the tag LIGHT were being prevented from being disabled
Fixed: Reported situation where rSource is nil where it shouldn't be. Likely another extension or ruleset bug. Log to console and fail silently
Fixed: STURNRE/STURNRS needs adjusting with refactor
Update: Database calls for how SW wants them with the next update
I assume this update does not address (yet) the compatibility issue with B9's advanced spell damage; I was wondering if you guys found a way forward and we can hope to be able to use the two extensions together again in the future, or if it looks like it won't be possible?
Version Update: 5.6
Fixed: Conflict KnK
Fixed: Conflict Advanced Spell Damage (thanks to B9 for working with me on this)
I'm noticing a pretty severe delay (~2-3 full seconds) when clicking "next actor" in the CT. I'm running "tons" of extensions, but if I disable BCEG it solves the problem.
This was not the case before the FGU update. I don't know if it is related to 5.6 or not (didn't run any sessions between FGU update and 5.6 release).
Link to logs: https://www.dropbox.com/s/xh9dh9h3ha...30228.zip?dl=0
There are ~120 in the CT. I still get the delay even with only a small group of 4 showing with 0 effects (via Combat Groups).
Most actors have 0 effects on them, some have 1-2, but 20 of them (PCs) have 5-8 effects on them.
This lag wasn't perceptible last week with more or less the same number and complexity of CT entries.
I could certainly be wrong, but I'm guessing some processing is happening looking at all the hidden actors every time "next actor" is clicked and with a large number of actors with plenty of effects, it adds up to a noticeable delay.
Thanks for taking a look. I love the extension!
The effects processing has nothing to do with if they are hidden or not so that might have something to do with it. I know it's not obvious when using those extensions. We can confirm this is the issue if you pair down the number you have preloaded and see if that improves it. I also have some stuff in the works to help improve this issue.
I cut it down to only 20 actors, all PCs with multiple effects and the lag is significantly reduced... like .25-.5 seconds instead of 2-3 seconds.