I didn't realize that the effects system actually parsed out those flags.
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In Rob2e spell coding, Favorite Enemy is coded pretty much like that.
Except for the IFT: TYPE(beast) part.
But that should be accepted by FGU effect parsing.
ADVSKILL could come from an extension, but I have it!
Problem solved...ADVSKILL do not work with targeting...so, no IFT: TYPE().
Cannot be automated like this...
I was mostly referring to [ACTION] and [SELF]. I've never seen them like that. In the displays for effects it lists them like that on powers if you set those values but far as I've seen it didn't place them in the effect... but, keep in mind I dont play 5e all that often so it might actually work that way.
One thing AE does is set the source to a record that is not the "player" so in cases like ability mods and the like it won't work as the object source is not a "player" record. There are various discussions previously in this thread if you're interested in more about it... BUT this might be why it's not working for ADVSKILL requires something similar.
The source issue has been a problem that I've got an idea how to fix but not resolved yet.
Working with 5E Ruleset
Added the extension to the extensions folder.
Opened Options, scrolled down to [House Rules (GM)], and [Enabled] the [PC: Adv. Effect Edit].
Added a Dragon Slayer sword to the PC inventory, opened the sword details sheet, and added the dragons slaying effect code for the Dragon Slayer and toggled the ActionOnly radial dial: IFT: TYPE(dragon); DMG: 3d6
Added the PC to the Combat tracker. Note: I had to remove the add the PC back for the effect to show in the combat tracker.
Added a nasty dragon to the Combat Tracker.
Rolled damage - [DAMAGE (M)] Longsword Dragon Slayer [EFFECTS 3d6] [TYPE: magic (1d8+3d6+1=14)]
Advanced effect in use.
Nice script!
I am trying to add the effect to the Combat Tracker for dragon sensing provided by dragon armor. For example, the dragon scale armor made from a black dragon allows the PC to sense any black dragon within 30 miles.
I am wanting to just add the effect to the armor like [Dragon Sense; aware of black dragons within 30 miles], but it does not show in the tracker.
Attachment 41592
Attachment 41594
Thus far, I have been unsuccessful. Does this tool provide for Effects of Note?
Remove and re-add solved the issue of effects changes to existing advanced effects items, even if the code is non-actionable.
EDIT: Also - equipping and unequipping resolves the issue (as you so plainly suggested) :).
Turn it off and on again, as it were. :)
I had noticed the updates appeared to dynamically cascade to the Combat Tracker as I made them on the weapon, which cluttered my judgement that it would work with a simple edit.
It's 7 AM and all is well!
Thanks Celestian!
Based on my testing with turning on and off extensions, I believe the 5e advanced effects doesn't play nice with the latest patch of unity. The newest patch from today (12/08) added native support for versatile weapons. If I load with advanced effects, it doesn't work properly. If I load without it, the damage dice of weapons properly switches when you switch how you are wielding the weapon (one or two handed).
Versatile weapons are ones that can have a different damage dice based on if you are using it with one or two hands. A warhammer does either a D8 or D10 damage if it is used with one or two hands, respectively. Before the update, you had to create and maintain two different attack actions for the versatile weapon; one for each damage dice. Now FGU has native support for any weapon with the versatile property such that if you switch between the one or two handed options, it switches the damage dice automatically. If I have advanced effects loaded, if I switch between what hand(s) are holding the weapon the damage dice doesn't change. If I don't load it, then the damage dice will automatically change when I swap between how the weapon is held. I would load images to help describe what I am saying, but I don't know how on these forums :(. It is a small quality of life issue. It is not like it breaks FGU or your extension. I just wanted to point it out.
JUst talked with Rob, he said they had trouble with Advanced Effects too... It is interfering in the latest update where they added Weapon Versatility ... for whatever reason AE is interfering with versatile and light weapons, it can't recognize either and so the weapon handling will not switch to versatile damage on weapons or take off bonus str/dex modifier on off hand weapons ...
Just thought you should know.
I think this fixes the issue with the new versatile weapons in 5e. If someone more familiar with 5e could confirm (see attached) I'd be grateful.
This is version 4.7. If it passes I'll remove from this post and update the first post download link.
(removed download link and moved to release post)
Awesome! I will give it a shot tonight once I am done with work.
@celestian,
Just pushed a couple updates for next week into the Test channel that affect ActorManager2 and CharWeaponManager global scripts. Not sure if they'll affect your extension.
Regards,
JPG
It is working now for me too.
Update 4.7: Fix: Various tweaks for 5E 3.3.12 changes (versatile weapons)
(see first post)
Update 4.8: Added support to coexist with extension "Situational Awareness"
Situational awareness???
Hello @Celestian, I'm not sure whether you still maintain this extension but it seems like it breaks the 5E 'Finesse' property of the weapons. Finesse allows you to either use STR or DEX for attack and dmg rolls. FG uses the best of both stats but when enabling your extension this no longer works (STR is always used).
/Arghun
I'm going to check the extension version I have and double check whether I have other extensions loaded in my campaign.
Thanks for letting me know!
@Celestian,
I did notice while testing for Arghun's issue that with "PC: Adv. Effect Edit" off, players are still able to add/see and edit Advanced Effects on their player sheet on the abilities tab, however, it does turn off the see able effects on items, and the ability to edit or add effects on items.
Is this meant to be this way?
I am not seeing this either. Double check on the weapon property and ensure that the stat is set to Base for both attack and damage. there was a bug in previous versions of FG that auto-selected a stat when a weapon was added but it should be set to base since FG now auto calculates finesse.
https://imgur.com/eCEzCdt.jpg
I believe I was running an old version. I downloaded the latest from Github and it's all good now!
Sorry for the noise created.
Just discovered this amazing ext! Thanks for your hard work, Celestian!
I've been having a really hard time getting it to work though, and I'm not sure what I'm doing wrong.
So far, I've turned on the extension during the campaign setup screen. And I've had a try at coding a weapon - but the effect doesn't appear to be applying. Here is a still of the code and what is being generated.
Any help would be greatly appreciated :)
Attachment 42222
Perhaps I am missing something....
Not sure what you mean, that's specifically the reason I wrote AE. He should only need to re-quip the item if the effect never existed before and if they keep the item equipped the effect should always show in the CT.
It also should work only when attacks are made with that weapon.
See my above comment. I do this type of thing all the time (a weapon that does X to specific creature type). Check out the previous comments with working examples.
Thanks for the clarification, Celestian. I can confirm that after unequipping the item once, coding the effect, and the re-equipping it - action-only works fine each time.
Can I also ask, how can saving throw advantage against breath weapons be coded? (I don't know the command for breath weapons). But in, essence, would it be something like:
IFT: TYPE(breath weapon); ADVSAV