My bad, you are correct, and it works great for this. I miss read it as "On Next Action"
Action Only works really well and that's a great use for it in items. Love that part of it.
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This is brilliant! Works like a champ.
Love Celestian extensions!
They’re great!
Does anyone how can saving throw advantage against breath weapons be coded?
There is a Custom Damage Types extension for 5E that you could use to create "Breath" as a damage type. But RAW, "Breath" does not exist. You would have to code each damage TYPE (fire, cold, poison, etc.) individually.
Content deleted by me, Minty23185Fresh.
(I did not have the latest version.)
Perhaps I missed something. Is there a way to hide the effect in the chat window? I mean the numbers. If that sword is +1 to ATK and DMG, is there a way the effect applies but doesn't show? The players will always figure it out when they do the math and see that there's a bonus added to their strenght and proficiency. I must admit I haven't red the 49 pages of the thread...
It works if you have the aura extension installed. You simply code the aura in the PC
https://www.fantasygrounds.com/forum...E-Aura-Effects
No, it doesn’t do what I’d want it to do. But I think my DM is already talking to Celestian about it.
Here’s an example, attacker has STR 10(0) and a Prof +3. Defender has an AC of 19 and I rolled a manual 16 each time
Here’s the normal roll
Attachment 42946
Here’s the roll with a ring(STR: -4) where we see the [effect -2]in the chat window because the attacker has now STR 6(-2)
Attachment 42943
Here’s what it should look like if the Item is non-ID.
Attachment 42942
The player has no reasons to know why the attack doesn’t hit to him, the roll is perfectly normal with his Prof +3 applied. Maybe the defender simply has an AC over 19... For Damages, the chat window should look normal but the damages applied to the defender should take that -2 into account.
I now know it can’t be done at the moment but that what I wanted to do.
Awesome, piece of an art.
It's a great extension, really, but it seems that in today's update to Unity it no longer works, for 5e at least.
When a PC's sheet opens the Actions tab, a log error appears and weapons have no damage expressions (opening the editor shows the dice and bonuses but again shows a log of error). I allready tried different combinations of extensions (assuming it might be that) but even when I open a Campaign with just this ext the problem persist, but when opening a Campaign with every other ext I normally, use except for this, no error log.
Hope something can be done, would really miss this one from my games :cry:
Stay safe and stay warm, @celestian.
Ooof - sorry to hear you are going through that Celestian. Best wishes and keep safe!
Hi Celestian,
Looks like they changed Actormanager2 to Actormanager5E in the base.xml file for 5E.
<script name="ActorManager5E" file="scripts/manager_actor_5E.lua" />
I have a test setup at home and i edited the reference in your extention "char_weapon_adnd.lua" from Actormanager2 to Actormanager5E and all seems working, though I didn't investigate what the differences between the two were apart from name change and whether it would have any other effects with this revision.
This is one of the best mods in FG by the way.
Hope the weather lifts soon, or at least power back on.
I found Actormanager2 in "manager_effect_adnd" under scripts. I checked all the remaining scripts and this was the only one that had it.
I was going to write the same thing, nephranka!!
Power came up and I did a quick test (forgive me, I've a lot of things to do around here because of the power problems for days) but I did not find any issues running this as is. Any of the ActorManager2.* calls were all commented out and not used.
I did not change anything and ran some tests on a pc with a weapon that had ATK:1 and DMG:1d3 and it seemed to work. If you have specific problem points let me know how to reproduce and ill see what I can find. Make sure you have 0 extensions other than this one loaded.
Hi Celestian,
It appears I was running an earlier version of Advanced Effects. Loading version 4.8 fixed the issue.
So anyone else who is having this issue of failing after the update, check that you have latest version of the extention.
Thumbs up TheoGeek when you said version 4.8 I went back and checked mine.
How would one craft an action like this:
The first time you hit a creature on your turn with this weapon with an attack that you had advantage on it deals an extra 1d6 fire damage.
The keys being you have to have advantage on the first attack. Clearly a rogue weapon.
Thanks in advance
As of 2/23/2021 I am still seeing the ActorManager2 error - it appears this issue prevented my players from being able to grab the dice on their weapon attacks on the action tab. I verified that I am running version 4.8 - ran an update on 2/23.
[UPDATE]
It appears the update on the 24th fixed this issue.
Could someone advise me on the use of Resist effect using this extension? If I have two items, each with RESIST: 1 piercing for example, when added to inventory, will this stack to resist 2 piercing? I assume this is a limitation of the rule set, but looking for confirmation. If no, is this something that could be accomplished? Thanks and love this extension.
Would be the same as if you added the effect from the Actions tab on the charactersheet. I know that FGU doesn't stack "RESIST: 3 piercing" and "RESIST: piercing", so I would assume that "RESIST: 3 piercing" + "RESIST: 3 piercing" would not become "RESIST: 6 piercing". I would like them to stack, but seems like FG doesn't do that.
Do not, I have only tested first example - not equal ones.
Yes for some dumb reason you can't put 2 resist effects of the same type to stack like you can with ATK or DMG. Don't ask me why but FG in all their wisdom refuse to do it.
So if you have an item that does resist 1 piercing, and another one that does resist 2 piercing, you are only going to get 1 or the other effect. ( I think it goes to the larger one but not sure it's always like that)
If you want those items to work, you have to not have the resist effect on one and manually change the other to be whatever it is plus whatever the other is. So if you had leather armor with resist 2 piercing, and a ring of resist piercing +1, resist 1 piercing. Then you would need to remove the effect off the ring, and only use the leather and change it to resist: 3 piercing.
So many issues with this because FG wont put it as an adding effect.
Then you can throw in the fact it doesnt work with resistance to piercing. (Where you take 1/2 damage) only 1 will work at a time.
Per rules, they don't stack. See page 197 of the PHB:
"Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters."
Ultimately it's your game but RAW they don't stack and the reason FG doesn't allow it I would think...
Thanks to everyone for the explanation. RAW of course will win out in these discussions. Unfortunately for this extension, a fantastic use is making unique items such as armor that has various damage reduction or resistance. Underlays and overlays which would make sense to stack. I can think od many situations were that would make sense over RAW.
Maybe someone will come up with and extension to implement various stacking. Maybe DR damage reduction effect that would stack and leave resistance effect alone? Until then.. manual it is. Thanks guys!