Oh, I gotcha, thanks - I totally misunderstood.
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Think I'll need more information. Are you using the 5E Automatic Effects modules with Equipped effects? I'm not sure which module Dawnbringer is in so I'm having trouble reproducing. There is not anything obvious that stands out to me as the cause by looking at the image you posted.
Version Update: 2.59
Changed: Damage adjust for extension compatibility
Changed: Save icon to dull shield
They mentioned custom effects so it could be something that is homebrewed.. Dawnbringer is weapon in Out of the Abyss, I believe, but we haven't currently release code for that adventure.
That being said, I'm noticing that there is both a visible and non-visible version being shown here.. Since you can't have both states simultaneously, thinking that it's getting more than one thing.
If you are using only BCEG and EE, there is nothing inherently BCEG about your effect there.. You have a just have a single custom effect called "Dawnbringer"... If you search your custom effects for that phrase, do you get only 1 hit? Even if there was more than 1, it should match and apply just the first one it finds, not multiples.
Yes, I am using the Automatic Effects mods with Equipped effects extension.Quote:
Think I'll need more information. Are you using the 5E Automatic Effects modules with Equipped effects? I'm not sure which module Dawnbringer is in so I'm having trouble reproducing. There is not anything obvious that stands out to me as the cause by looking at the image you posted.
Dawnbringer is a custom item, not from any module. That item is just what I happened to notice the issue with
Yes, it's homebrewed, not from Out of the Abyss.
Yes, the red eye on one instance the other where the player can see it, as in my screenshot.
Yes, when I do a search for the word "dawn" than the "Dawnbringer" I created only shows up as a single instance. I've deleted it, checked again with no results and then created it again, just to ensure I didn't double up on it.
If you send me your campaign that is having issues or can tell me how to reproduce in a fresh campaign I'd be happy to take a look
I created a fresh test-campaign and was still able to reproduce the effects. I am happy to send that. How do I get it to you?
I have no ability to attach it in a pm, so here it is.
mods: Automatic Effects
Extensions: Equipped Effects & BCE
Clean campaign - with the character Saena who has the item "Dawnbringer". Dragging and dropping her onto the CT results in the duplication.
thank you.
The problem appears to be the effect is malformed (extra spaces and a , instead of a; between the DMG clauses. It should be
BCE does some pre-processing of effects using some FG parsing functions and those same functions clean some things up in formatting when it is stuck back together. Apparently EE doesn't do that and it also appears that EE is looking for an exact string match of the entire effect, so since they aren't exactly the same EE is going to add it again.Code:Dawnbringer; LIGHT: 10 FFFAFA; IFT: TYPE(undead); DMG: 2d6 radiant; DMG: 6d6 fire
well that one , wasnt always a , sometimes it was a ; - I tried it a lot of different ways.
But, extra spaces, yep, no doubt guilty of that. This is part of why I don't code...old, bad eyes LOL - went back and looked, I still can't see them. I'll have to be more careful in the future.
But, this explains why some items worked fine and some did not.
Thank you for fixing it and thank you for explaining how the process works. Now I know whay to look for if this issue repeats.
Good Day All :)
I was just doing some testing and it seems when I have BCEG loaded with nothing else. I tried to drag and drop the Web effect from the effects window on multiple targets and it will only allow it to be on one CT target at a time. As I place it on a second target it removes it from the first. Just to make sure I drug Wall of Thorns on multiple targets and it allowed it. :)
Few things
1) This is BCE forum, not BCEG but its ok, this applies to both.
2) It's a concentration setting with BCEG that you have it so you can only use conc once. This is to prevent people from holding to conc spells by forgetting.
3) If you target all the targets at once, you can click it and it will work on many targets.
4) Yeah this one of the ones that's not good to have force conc on because it will mess up. I guess maybe there should be a way to check to see if it's the same spell or not.
Good Day MrDDT :)
Thanks for the reply. Sorry I did not realize there was a BCEG forum, I will need to look that one up! :)
Version Update 2.60
Fixed: [SDC] translation not working properly when applied from a power
Fixed - Script error in experimental parsing when text does not have a save modifier
Changed - SAVEDMG in effect builder for mod format
Version Update 2.61
Fixed: [SDC] not taking into account power bonus in addition to group bonus when replaced when applied from a power
Version Update 2.62
Fixed: Not all cases handled for translating SDC within a power
Version Update 2.63
Fixed: SAVEDMG not applied when effect set to disabled. SAVEDMG will still not be applied when effect is removed before the save is resolved. Known deficiency
I restructured BCE and it is currently on Test if you want to try it out or you can get a copy off my GitHub. https://github.com/rhagelstrom/Bette...e-dev-refactor Please let me know if you have any issues. This was a big change so I do expect some issues although I hope it is minimal. I hope to iron things out before this goes live.
At one time this effect worked in Starfinder "DMGA: 1d4 fire". Now nothing happens other than a chat message when it's applied. Is BCE expected to work with the Starfinder Ruleset?
I wouldn't expect BCE to work in starfinder other than the tags that work with core. I looked at the ruleset a bit and it's different enough that things probably won't work
Quick and probably stupid question. If I purchase BCEG, I do not need to run BCE - is that correct?
Not a dumb question at all.
Though you are correct. You only need BCEG.
Trying to get REGENA/TREGENA to play nice with Mad Nomad's Consumable Items.
The way that extension works is it creates an effect action 'Consume %item_name%'. This action adds a cosmetic one-round effect to the character's CT entry and automatically counts down the number of the respective consumable item in the characters inventory.
Normally it allows to add other syntax to that effect, e.g. Consume Potion of Bless; ATK: 1D4; SAVE: 1D4, and these work fine.
But when I try to automate potions of healing or heroism via the 'heal once on effect add' syntax (REGENA for healing, TREGENA for temporary hp), for some reason the 'Consume' part of the effect works twice, counting down two potions instead of one – first one, as per normal for 'Consume', and then another one. In the second instance it also activates the REGENA part of the syntax, applying one-time 'ongoing regeneration' and outputting the phrase [SINGLE MOD USED] into the chat.
Attachment 55791
This is what normally happens
Attachment 55792
This is what happens with REGENA: 2D4+2 (I only clicked the effect once)
Attachment 55793
Item without REGENA.
Attachment 55794
Full syntax.
I can't figure out what [SINGLE MOD USED] means, but I have managed to track down that it is the effect of the REGENA part of the syntax, because it gets output to the chat when I use REGENA in other ways (e.g. manually adding the effect without any other syntax included).
Is there any chance you can fix this or should I stay with FG logic for spells (two clicks: 1. Cast. 2. Effect)?
The on add family of tags are intended to be triggered by other events such as effects expiring or auras and not for use in power. You can use them in powers but it isn't recommended. You should just stick to the FG logic for spells, cast, effect.
Thank you for the clarification!
First off, love this extension. I have a question. I have characters that now have the ability that if they take damage and go to zero HP they can use a class/subclass feature to instead be at 1hp. I am using better combat effects as well as the exhausted extension (among many others). Now I get there's a character decision point to say I want to use my x ability or they may not have any uses left, so unfortunately it's not an absolute it happens or doesn't. If it would work through an effect, I could have them activate/drop effect before I drop damage and if it didn't knock them out either remove it or leave it if they planned on using it for the next blow coming through. It may just be able to sit on a character, they may always want it to work if they are heading to 0, especially since we use exhaustion to prevent yoyo. What I am trying to avoid is that the party member goes to 0, exhausted puts on the prone condition and if they regain HP the exhausted condition, as well as their token goes down (indicators extension) on the map and I have to unravel it each time.
Figured I would post a screenshot on how to do it in TMT; I did this for relentless Endurance, but you can change it to whatever you name you want, You can also do it with a trait vs an effect. I like using the effect so it can remove it once it's done and only have it come back on a long rest.
Attachment 55910
Version Update: 2.65
Fixed: Effects Builder DMGCS and SAVEO
This is a shot in the dark since it's not exactly what this extension is for, but would you consider coding a new effect that allows you to add/subtract from the proficiency bonus, such as "PROF: 1" or what-have-you? Currently, nothing lets you interact with it, and there are some fun things one could build into games if they could unlock that number, like skill drain features similar to older editions.
It is not. The ability to fully affect one's proficiency bonus is what I'd want. I should have said level drain rather than skill drain (you can already affect skills). I know it's a niche ask, but it would unlock a function that, strangely, FG doesn't already allow.
Version Update 4.0 - Refactor
Feature: BCE saves support (RA) which will remove the effect on a failed or successful save
Feature: DMGR will now stack with itself
Under the Hood: Moved signifgant code around to more fall in line with the FG paradigm and pipelines. Should be easier to maintain and less prone to errors
Under the Hood: Added a binary sorter for better performance when searching custom effects window with a lot of effects.
If you are an extension dev and are hooking into BCE, you are likely broken
Version Update: 4.1
Fixed: Saves for Pathfinder not working
Found a conflict with this extension and Kelrugem's Full overlay and automation
https://forge.fantasygrounds.com/shop/items/1/view
The conflict involved rolling attacks and damage.