Perfect! Thanks very much. Weird that google could not find it when I searched for "combine damage" I guess google.docs are not searched by it.
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Additional question. If I put the effect DMGCOMBINE on an NPC and roll damage it stores the damage as it should. If the second attack misses how to I apply the stored NPC damage (there is no blood drop to click as there is with a PC).
When using the apply all effects button in a case that there needs to be some manual intervention for some of the success/failure conditions is it possible for an effect to post a chat message to the GM to remind them to perform the manual action?
Another thought about DMGCOMBINE. In dealing with kineticists it is helpful to be able to factor the damage in a few different dimensions rather than making one damage entry for every possible combination. If the DMGCOMBINE or stored damage could be used for more than a single damage roll that would make kineticist attacks easier to factor into their components rather than enumerating the combinatorial explosion of damage types into many individual lines.
I have an alchemist in my game. When a bomb is added to his inventory it creates the activity in the activity tab, however the attack is not adding proficiency to the roll. The name of the proficiency is in the config of the attack and his proficiency is correct on the combat tab. Any fixes for this?
The release of the attack proficiency is currently experimental and is currently only for spells - it was released last week: https://www.fantasygrounds.com/forum...ober-22nd-2024
However, if an activity has both the "alchemical" and "bomb" traits and doesn't have a "Prof. Name" set for the attack, FG will check for a Category proficiency of "martial" or a group proficiency of "alchemical bombs". This will work both with spells and activities. As this is currently experimental code (I had to deploy the work-in-progress code early to support other updates) we haven't completed, nor documented this yet.
Please note that the bombs are not part of Release 19, but are from a community module. Probably Drag 'n' Drop Consumables or the Alchemical Bombs Forge module. It also won't calculate the penalty for range increments like most weapons do. I've been playing around with this issue a fair bit myself.
Unfortunately, the activities tab doesn't support weapon proficiencies, as far as I know.
So you can get the alchemist to manually modify for proficiency and range.
Alternatively, you can change the bomb's type to weapon and subtype martial, and add the range of 20, also checking weapon at the bottom of the item. This will give a proper bomb attack on the Actions tab. Using Alt-click on the tabs, the alchemist can keep both Actions and Activities open and attack from Actions and use damage from Activities.
Edit: Sorry, I was unaware of the new experimental code.
Hi,
I am trying to understand how to use a poison effect code from a Caligni Creeper.
"Saving Throw"|Save: Fortitude[DC:16]
"Maximum Duration"|Effect: Black Smear Poison (Max Duration)[D:6]
"Stage 1"|Effect: Black Smear Poison (Stage 1): 1d6 poison; Enfeebled: 1[D:1][DC:16]
"1d6 poison"|Damage: 1d6 poison
"Stage 2"|Effect: Black Smear Poison (Stage 2): 1d6 poison ; Enfeebled: 1[D:1][DC:16]
"Stage 3"|Effect: Black Smear Poison (Stage 3): 1d6 poison; Enfeebled: 2[D:1][DC:16]
I understand doing the save and applying the "Stage 1" and "1d6 poison" portions. I was not able to find the clause [DC:16] explanation in the google doc on effects or the atlassian doc. It is obviously the applicable DC for the save. I tried moving the combat tracker indicator to the preceding character and advancing it. That erased the "stage 1" clause without triggering a save to potentially change the stage. Is that [DC:16] indended to automate the save or is it just a textual reminder that disappears when the character's turn starts?
Thanks
Web
There was a bit of confusion caused by my applying the effect to the source actor. I can see now that the effect disappears when the source actors turn starts since it is duration 1. It remains on a target if that target repeats another turn. So should I just notice that the target has a stage poison, reroll the save and then replace the existing save effect with the new stage as a result of the roll?
All of this is NPC Ability automation, described in the Fg Wiki here: https://fantasygroundsunity.atlassia...ity+Automation There is no auto triggering of saves via the initiative advancing.
1) Trigger the save action, if it fails apply the "Maximum Duration" effect to the target to track how long the poison will last.
2) Apply either the stage 1 or stage 2 actions to the target based on whether they failed or critically failed the save.
3) Next turn execute the save action again and apply the relevant stage based on the result.
4) Continue step #3 until the 6 round duration effect expires or the target successfully saves at stage 1.
Thank you Trenloe.
I found a workaround for using NPC [EFFECT] DMGCOMBINE [Roll] (dragged from the macro bar) when the second swing misses. I replaced the blank automation string for "Douible Slice" on the Caligni Stalker in Seven Dooms with "Damage: 0 piercing". So when the first swing hits and damage is saved and the second swong misses, I can use the clickable "Damage: 0 piercing" in the combat tracker to apply the damage saved from the first swing. I had tried "/damage 0 piercing" in chat as a way to apply the stored damage, but that was not recognized as valid.
New functionality released today - support for the Assurance skill feat.
An overview video can be found here: https://www.youtube.com/watch?v=8T8ykW6mn3w
I love it! It erases the confusion around which bonuses are included and which are not for Assurance.
Is there a way to make the buttons (covers, off-g, crit etc) toggleable? For example if no-one in the campaign has Assurance? Later when someone picks it, only that player could make it appear on their view.
A functionality like in the Dice windows where you can individually show or remove from view each dice while setting their colors. I find screen space super valuable in FGU with my 24" screen. And /scaleui messes with text renders/punto so you can only go so low.
This was a bit cryptic. Is there more information about it?
"[Added] Support for {Xabc} cross reference variables in effects applied to the CT."
Refer to the {XABC} cross reference character effect in the Wiki Effects page: https://fantasygroundsunity.atlassia...racter-effects This can now be part of an effect applied to the CT from the PC sheet - the relevant three character cross-reference data will be substituted when the effect is added to the CT.
Oh my. That is complex.
I am playing around with creating new classes, and I've noticed that the "Key Ability" field on the "Other" tab for classes should state "Key Attribute" to be in line with the Remaster.
When i try to make an effect that has a duration of x hours, or x days and i apply it on a character in the combat tracker, they always show as 0 duration in the combat tracker. Turns and minutes works as advertised though.
This is standard FG functionality - effects that last longer than minutes don't have a duration in the combat tracker, as effects in the combat tracker are measured in rounds and wouldn't realistically ever expire. This is standard functionality for CoreRPG based rulesets.
I usually convert anything with "hours" duration into minutes, but leave the "days" effects alone. It's usually best to deal with those after an overnight rest anyhow.
The one thing I wish is that things with "hours" durations would still be removed by overnight rest - or maybe just a "remove on overnight rest" toggle for effects.
There are often cases where an effect is going to last hours, so you don't want it to be removed by "clear expiring effects" since that's useful to use at the end of combat, but it would still be nice to not have to manually remember to remove it after an overnight rest.
This came up in my game last night. The Recovery Check button on the main page no longer works. When you click on it nothing happens.
Xargun
Not sure if this is PF2E specific or not.
If you click the on HALF button, then run the /dmg slash command, the damage isn't halved.
In this screenshot, I ran /dmg 06 twice - once with CRIT to show it works with CRIT, and once with HALF to show it's not working with HALF.
Attachment 64405
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A second bug, /dmg calls with 1 digit don't do anything. You have to use 2 or more digits, so if you want to run a damage of 4, you have to type /dmg 04
Thanks for letting us know about these issues. We'll get them fixed in a future release. In the meantime, to get half damage - create the chat entry and click the half button before dragging the damage entry to a creature in the CT, or right click on the number in chate and select Total -> Half Value
Reviewing the code - this is the way it's designed to work - the half calculation is applied when damage is applied to a creature, in this case when the damage number is dragged from chat. The critical button is different as it needs to be applied when the base damage roll is first calculated, as extra dice will probably get added to most critical damage rolls.
A fix for the single digit damage issue will be in the next ruleset release.
It is a little confusing to have it be inconsistent between the two, though.
This should be fixed for PFRPG2 (and PFRPG2 based rulesets) with the Tuesday update today: https://www.fantasygrounds.com/forum...-May-20th-2025
Just an idea: If the Activities tab in char sheet opens with all activity categories collapsed, maybe it wouldn't help loading times but it would clear clutter at first opening.
Search extensions do the rest.
It won't help the initial tab opening performance as everything still has to be built, even if it's not shown. The view isn't just designed for searching, it's designed to present what activities are available and there's multiple ways to use it - I know a few players who rarely use the search window. If a user feels the view is too cluttered when first opening the Activities tab, they can click on the collapse button in the bottom left.
If I could have my dream overhaul of the activities tab - because even after using it for a while it does feel cluttered and it's definitely slow to load - I think what it would look like is a display of just favorited activities (ideally with the ability to have multiple named categories of favorites), and then a button that opens all activities in a separate window.
I say this because there are basically two "use cases" of the activities tab: You are either going there to use a favorite activity that you use all the time, or you are going there to dig into the full list of activities to grab something that comes up less often.
Because the former case is much more common, optimizing for that case would save a lot of time overall. It would also massively help with visual clutter; it's very important to have every activity available to your character listed somewhere, but 90% of the time you don't need that information. I've been sorely tempted to delete activities that I never use to make it easier to find the ones I care about, but then what if I need to look those up some time?
And at a certain point favoriting every important activity just results in the favorites section becoming bloated and hard to use.
But obviously that would be a major overhaul and I don't imagine it's super likely. :)
I was checking all those coding effects (TON of hard work!) and realized my socially-awkward tongue did injustice to the system and the devs, I apologize. Just wanted to help it is used faster if not by loading faster.
2 use cases is a good catch! Favorites category solves it until;
Which then search function helps the rest. Or maybe a toggleable "don't see" function, like make an activity unlisted.
An unseen detail I noticed is that if you export a char with favorite activities to another campaign, char sheet remembers favorites.
As I dig into the ruleset, I find more and more intriguing wizardry codes.
I appreciate all these hard work behind the scenes & ideas from other players so much :)