Is "can't be petal-charmed" an effect in your custom effects list? If so, I'd check to see if removing the ' or just change can't to can not. I don't recall if ' is allowed or not
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Version Update: 5.18
Fixed: Unicode not being stripped from effects when added to CT
Fixed: Migrate Effects dialog for under the hood changes
No, it’s not a defined custom effect. But can’t any word or phrase be dropped as an unparsed effect? I tried other phrases without an apostrophe so I don’t think that’s it.
I know I’ve dropped custom effects that were just reminders of various kinds like “ mirror image 6/8/11 to miss” or “ speed -10”, and they show up on the CT.
The Hex spell does this, in fact. You give the target just the word Hex, which is not a defined custom effect, then drop a “IFT: CUSTOM [Hex]; DMG: 1d6” on the caster. and with two warlocks in the party I’ve edited that on the fly to be “Alfgar’s Hex” and “Lisbet’s Hex”. And now that I think of it, those had apostrophes.
Ok, thanks! Do you know whether custom effects can be included in an exported module? If so that will solve my problem.
Version Update: 5.19
Fixed: New custom effects not detected by BCE/G
I also made a video explaining the change state cycler which is on my youtube.
https://www.youtube.com/watch?v=7Xcr6Ei-qY4
Good Day All :)
I am trying to set up a Favored Foe effect and cannot seem to figure it out. It allows a Ranger to "Mark" a foe to allow an additional 1d4 damage on the first hit in a turn. I am able to set it similar to Hunters Mark using the IFT CUSTOM set up but I can get it to turn off after the damage was rolled, but I am failing to figure out how to get it to turn back on for the players next turn.
Thanks for any assistance :)
Never Mind, I finally figured it out!
Favored Foe; IFT: CUSTOM (Favored Foe); DMG: 1d4;(C)
with Expend = "Disable when used" (Somehow I kept missing this option!)
And CS + "Activate start of Turn"
You made it so simple I overlooked it! Thanks! :)
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Good Day All :)
I have been trying to figure out how to set this for Phantasmal Killer. It allows a save at the end of the targets turn or suffer 4d10 psychic damage. I can get the save so it removes it if successful but if I try to add damage it rolls the save and the damage together.
I have the first part as:
Phantasmal Killer; SAVEE: [SDC] INT (R);
Which works perfectly, but any combination I try for the damage either does not roll or just rolls along with the save.
Any ideas? Thanks :)
Good Day rhagelstrom :)
Thanks! I am positive I tried the SAVEDMG but apparently not. :confused: Once I input it as you showed it worked perfectly. :)
Is there any way to remove an effect automatically when the actor is healed?
It looks like it works for damage: DMGRT - REMOVE effect when the Actor takes damage.
Some new MCDM Flee Mortals Monsters apply a debuff on hit that is removed if the target takes any healing.
If this is something that gets developed, there might be use cases for not just any healing but healing of a specified amount, magical, etc.
Love this extension!
Thanks!!
I feel like I'm just missing something obvious, but is there a way to affect the change state cycler just from text of an effect in the combat tracker?
I want something like this to drag onto the target, with the SDS to have the effect removed at the start of the turn of the source:
"Chill touch (cantrip) [R] [RNG: 120] [S] [ATK: +5] [DMG: 2d8 necrotic] [EFF: Can't regain hit points; SDS]"
Thanks much!
Thanks so much! This is perfect for adding effects like this to NPC records with "Chat Effects & NPC Variables" extension, or directly in the combat tracker on the fly.
Version Update: 5.20
Feature: Conditional operator HP - True if the actor has hit points that are greater/less than the operation.
Fixed: ATKCADD missing from documentation.
Conditional operators support both >=,<= and =<,=>.
I'm trying to translate this into an effect in an NPC stat block (thanks to "Chat Effects & NPC Variables" extension)... I can get everything to work except removing the effect upon first use. Any suggestions?
"On a failure, the creature has disadvantage on the next attack roll or ability check it makes until the end of its next turn."
[EFFECT] DISATK; DISCHK; (S:RE)
Thanks much!
Got it! Thank you both!!
I was setting up "Radiant Soul" from Volo's for a player Protector Aasimar, came up with the following using the new cycler (which is not yet used in AE), and wanted to share. I have not seen issues so far (will update here if there are and I need to tweak):
Quote:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
This only covers the damage part, obviously. Player also can deactivate at the start of his turn if he opts-out of applying the damage this turn (it's can, after all).Code:Radiant Soul; DMG: [LVL] radiant; [SELF]; [DUSE]; [ATS]
Duration: 1min
Hi Folks,
I was if there is a way to code Ray of Enfeeblement? The text of the spell is:
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Any help would be appreciated!! Thanks!!
I just use the half modifiers button. There is probably an extension out there that does this I'm just not aware.
I take that back Blissful Ignorance DMGMULT
Something likeCode:Ray of Enfeeblement; SAVEE: [SDC] CON (R); IF: ATK(melee, weapon); IF: !WEAPON(finesse); DMGMULT: .5
Version Update: 5.21
Feature: SAVEONDMGT - Same as SAVEONDMG but applied to the target. Subsequent tags (SAVEDMG, SAVEADD, SAVEADDP, etc) will also apply to target
Feature: Conditional operator CR which is True if the actor CR/level are greater/less than the operation
Feature: DESTROY - Destroy Actor when applied
Instruction Module updated from Story to Reference Manual
Code:Mace of Disruption; IFT: TYPE(undead, fiend); IFT: HP(<=,25); SAVEONDMGT: 15 WIS; SAVEADD: DESTROY; SAVEADDP: Frightened
Code:Destroy Undead; Turned; DMGRT; IF: CR(<=, .25); DESTROY
What would the effect coding be for a Mantle of Hope?
This is the description: While you wear this mantle, undead creatures have disadvantage on attacks against you.
IFT: TYPE(undead); GRANTDISATK works. Thanks everybody.
Hi, do you think is possible to make the following effect in 1:
Starting 7 th level, the target must make a DC 10 Constitution saving throw after being hit with this attack or it takes an additional 1d4 damage of the same type. The target can repeat the saving throw at the beginning of every turn the effect is active to resist the additional damage, until they succeed. On a successful save the effect ends.
Starting when you make the attack with this ability, the additional damage effect lasts 3 rounds or until the target makes a successful save.
It is working fine with:
Imbued Weapon; SAVEA: 10 CON (R); SAVES: 10 CON (R); SAVEDMG: 1d4 cold;
Version Update: 5.22
Fixed: Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
Fixed: Ongoing saves not giving adv/dis with ADVCOND/DISCOND
Fixed: Traits not being picked up on table start for ct actors. Needed for automatic adv/dis for saves/ongoing saves
Feature: CDMG,MDMG,HDMG - Crit damage, Max Damage, Half Damage. Works like modifiers buttons but also accepts filters
Documentation Module updated for effect building overview and nomenclature
Getting the following errors on bootup
[12/31/2023 9:26:08 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffectsGold] [utility/utility_effects_advanced.xml]
[12/31/2023 9:26:08 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffectsGold]
I cannot find this in the thread, so here's a question/suggestion:
For a stone of (Imparting) Bad Luck, the effect reads as follows:
the SDC against your spells is increased by 1, the AC of your targets is reduced by 1
*effectively making your spells and attacks more effective; bad luck for your opponent*
I guess an effect like (SDC):1; ATT:1 wiuld probably not easily work, the ATT mirrors the effect on AC, but it seems like (SDC) doesn't work like intended...
How would I code the effect on spell save DCs, if at all possible in BCEG?
The cycler doesn't have an option for End of Next Turn. If I apply the effect on my turn and then pass my turn the effect ends but it should be end of next turn, not this one.
EDIT: Nevermind, I figured it out.
Version Update: 5.23
Feature: Spell and spell effect resistance DMG and REGEN tags using the spell descriptor; Resistance can be accomplished by IF: ATK(spell); RESIST: all
Fixed: [SDC] not calculation correctly for NPCs that have different innate spellcasting and spellcasting save DCs
Fixed: FG DMGO tag not dealing sourced damage. More descriptive chat text
Fixed: Minor performance improvements
Fixed: Luacheck automated code checking indicated possible issues
Unfortunately there is something wrong with the forums so I can't post the documentation PDF. I'll see if I can post it somewhere else in the meantime and share the link to it.
Version Update: 5.24
Fixed: Script error on some instances of NPCs with [SDC]
The forums are fixed so the documentation is once again the the first post of this thread
Hello! I wasn't sure how to ask this, but I wanted to see if I could get help with creating an advanced effect.
Every 10 minutes of game time, I'd like to roll from a Lich's Curse table d6 impacting all the players.
1 - not relevant
2 - Str 17 save throw or deal 1d4 less damage on weapon attacks until next short/long rest
3 - Int 17 save throw or -1 to Save DCs on your abilities/spells until next short/long rest
4 - Con 17 save throw or take 2d6 damage
5 - Wis 17 save throw or -1 on all rolls (attacks/saves/skill checks) until next short/long rest
6 - not relevant
So after doing research, my understanding is I can create a table to determine the effect, then maybe create a NPC that has all these abilities, put them on the CT, ensure I have Better Combat Effects downloaded, target the players and do the effects [SAVEVS: strength 17] [DMG:-1d4 melee, ranged], [SAVEVS: intelligence 17] [DC:-1], [SAVEVS: constitution 17] [DMG:2d6], and [SAVEVS: wisdom 17] [ATK:-1; CHK:-1; SAV:-1] depending on the roll.
Does that sound about right?
Moderator: Moved to the extension thread since it's not a general Unity question
That is how I would do it: Create an NPC with each of these as Actions.
You may want to specify a damage type for the 2d6.
If any effects aren't getting parsed into the CT as you like, the "Chat Effects & NPC Variables" extension let's you make sure any effect you want in an NPC action gets parsed to the CT when the NPC is added.
Additionally, with BCEGold, you can use:
RESTS - Remove effect when the Actor takes a short rest
RESTL - Remove effect when the Actor takes a short or long rest
EDIT: Also with "Clock Adjuster" extention, you may be able to automate this roll to happen every 10 minutes in-game. I'm not sure it's worth the hassle to setup though.