I think the confusion came from that the PF Effect Removal extension also introduces a STACK effect which needs a colon :)
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Version update: 2.42
Fixed - Script error -X 3.5E/4E
Version update: 2.43
Fixed - Apply type not transfered from custom effects list when tags that add effect fire
I can't seem to get an effect added after an IFT. When I use this:
TDMGADDS: confusion
it works fine - adds the custom confusion effect to the target that caused the damage to the PC. When I try this:
IFT: ALIGN(lawful);TDMGADDS: confusion
it won't add the effect to the target that caused the damage (yes, the attacker was lawful, so the IFT fired)
3.5e ruleset, not using any other extensions. BCE and FGU both at latest version.
Version update: 2.44
Support for Effect Builder Extension by @SoxMax (5E/3.5E/PFPRG)
Fixed - Tags DMGAT,DMGDT,DMGRT were missing from documentation
Fixed - EXPIREADD still needed additional attention
Fixed - TDMGADDS was not working as intended with IFT
If you want to use the effect builder you will need both the effect builder extension and the effect builder extension for your ruleset.
Where can I find this extension? I only get the full documentation but I could not find the file for downloading?
Thanks for the update! My Cloak of Chaos spell effect work great now.
I have another question I hope someone can help me with. I'm trying to create an effect for the Cloudkill spell (3.5e). This is what I have so far:
Spell effect for targets under 6HD (if the initial save fails they die, if it passes they take -1d4 CON each round, no additional save): Cloudkill < 6HD; SAVES: FORT 17; SAVEADDP: cloudkill; SAVEADD: cloudkill
(Note: I couldn't find a way to add the effect each round without making a save, so I just used the SAVES and applied the same effect regardless of whether the target saved or not).
Spell effect for target over 6HD (they get a save each round for 1/2 dmg): Cloudkill > 6HD; SAVES: FORT 17; SAVEADDP: cloudkillhalf; SAVEADD: cloudkill
These are the custom effects that get added:
cloudkill;CON: -1d4; STACK
cloudkillhalf;CON: -1d2; STACK
The effect works pretty good, but it only fires on the targets turn. The spell says the save and damage are supposed to happen on the caster's turn - is there a way to make that happen?
Second, the save DC is hard-coded into the effect. Is there a way to grab the caster's spell save DC and insert into the effect?
Neither of these are critical to make the effect work, just wondering if they were possible. Also, if someone has a better way to apply these effects, I'd like to hear your thoughts.
Kelrugem's Extended Automation extension has an effect to increase spell DCs in 3.5E
Version update: 2.45
Fixed - Exhausted conflict when using Advanced Effects
Fixed - Client script error using Requested Rolls with ongoing saves 3.5E/5E
Celric Emboldening Bond
''bond creatures within 30 ft of you and give them bonuses once per turn if within 30 ft of other bonded creature''
- # Emboldening Bond; ATK: 1d4; CHECK: 1d4; SKILL: 1d4
Any one have coded this one with BCE and Aura?
thanks
understand! thanks for your quick reply.
Trying to create a string of effects for the Heat Metal spell (3.5E) so that once the initial effect is placed on the spell target, it will progress each round without any need for player/DM intervention. I'm having trouble with the EXPIREADD effect;
Initial spell effect: Heat Metal; warm no damage; EXPIREADD: Heat Metal R2 (duration 1 round)
round 2 effect: Heat Metal R2; DMGA: 1d4 fire; EXPIREADD: Heat Metal R3 (duration 1 round)
round 3 effect: Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4 (duration 1 round)....etc
When the first EXPIREADD effect triggers, it adds the second effect twice. Also, when I added the third custom effect to the chain, the first EXPIREADD triggers ALL of the subsequent effects at the same time - and all of them twice. It doesn't exhibit this behavior if I use the standard conditions in the added effect, nor does it do this with custom effects when I include standard effects, for instance if the second effect is written like this: Heat Metal R2; AC: 2; EXPIREADD: Heat Metal R3 then it gets added only once and the rest of the effects in the chain don't fire. As soon as I add one of the effects from BCE (such as DMGA, SAVEA, etc.) though, it wants to add the new effect twice.
Hoping someone can tell me if I'm doing something wrong here.
I'm running other extensions, but I tested without them and it does the same thing.
Edit: Figured I should add what shows up in the chat log when this happens (all this happens as soon as the initial spell effect expires):
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R2; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal; EXPIREADD: Heat Metal R2'] -> [EXPIRED] [on Greenblade]
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R2; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [SINGLE MOD USED] [on Greenblade]
For example:
Cascading Blast; IFT: CUSTOM(WHATEVER); SAVE: -1; STURNRE
does not work, but
Cascading Blast; SAVE: -1; STURNRE
does.
Though, to be clear, the former does work in that it causes the save to be penalized against someone with that Custom condition, but it does not end at the proper time per STURNRE
What do you mean by it not being a targetable tag?
This is what we're trying to get working:
"When a creature receives damage from your destructive blast, it suffers a -1 penalty on all saving throws against your destructive blasts until the end of your next turn. This penalty stacks with itself if a target is damaged by your destructive blast more than once in a round."
It creates a -1 penalty against the blasts of the one who created it, and it should go away at the END of the CREATOR'S next turn. The IFT is important because the penalty is only against the creator's blasts (all of their saves come from their blasts so we just give the creator a 'WHATEVER' custom condition that it checks for), it shouldn't affect saves against anything else.
https://www.fantasygrounds.com/wiki/...p/3.5E_Effects
All the tags with (T) are targetable
You should be able to pull out the STURNRE and put it in front of the IFT if the rest is working for you. You might also need STACK in the effect if stacking is needed
Version Update: 2.46
Fixed - Duplicate effects added on expire
Fixed - Savemods not working for ongoing saves
Fixed - Rest tags not working for NPCs
Fixed - Ongoing Saves incorrectly built with Effects Builder
Hi, thank you for all the wonderful work.
I think there is a new bug, when i try to get a saving throw it always return as "0". For NPC and PC as well.
Version Update: 2.47
Compatibility - 5E/3.5E - Ongoing saves can be written as SAVE***: (N) [ability] or SAVE***: [ability] (N)
*If you use BCEG the above will not work. There is some rework that needs to be done.
Is there a way to roll an ongoing save at the start of the actor's turn that applied the effect?
You can only do this with BCEG version. It would be SSAVES instead of SAVES.
Is there a way to do ongoing damage where the hit dice of damage is based off caster level? For example a spell that does 1d6 dice of damage per caster level. I can do it with a spell action easy enough, but can't seem to duplicate that in an effect.
Hmm, I'm still getting the duplicated effects with EXPIREADD in my 3.5E campaign. Here's the sequence for a spell called Red Tide (a player is nauseated for 1 minute, and when that ends they are supposed to make a Fort save, with failure causing d6 in STR damage):
Nauseated; EXPIREADD: Red Tide Check
Red Tide Check; SAVEA: fortitude 22 (R); SAVEADD: Red Tide
Red Tide; STR: [-1d6]; STACK
When the Nauseated effect ends, it's adding Red Tide Check twice, rolling two saves, and then adding the Red Tide effect for each failed save...so you could end up with -1d6 STR twice
Version Update: 2.48
Fixed: EXPIREADD adding twice....again
Fixed: Rare script error with ongoing saves
Fixed: Potential script error with experimental parsing
Added: Save icon for save messages output to chat
Added: (5E) Option to add or not add prone to unconscious NPCs with Undead Fortitude trait
Documentation update
Is it possible for you to expand support to the Starfinder ruleset?
I can give it a look but no promises. Maybe I should take a star finder class at FGA first.
Would there be any reason why SAVEONDMG effects would be ignoring effects/abilities that should grant the target advantage on the save?