Version Update: 4.2
Fixed: PFRPG Conflict with Advanced Automation and Overlays extension
Fixed: Add effect/condition tags where not adding condition
Fixed: (R) removing on any save rather than just success
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Version Update: 4.2
Fixed: PFRPG Conflict with Advanced Automation and Overlays extension
Fixed: Add effect/condition tags where not adding condition
Fixed: (R) removing on any save rather than just success
so for some reason Better Combat effects is just not updating.
I did all the normal troubleshooting for updating Forge subs.
Hi rhagelstrom.
There is a bug with at least one of the ongoing regenerations now.
Pathfinder 1st ruleset. No other extensions other than better combat effect (not gold) loaded.
The effect:
SREGENS: 5
Added from a character from the character sheet to another PC in the combat tracker.
It now triggers for every turn, and not only on the start of the source actor each turn. (It heals the character 5HP every time a new thing in the combat tracker gets its turn)
I have only tested this now since we are using this specific effect in our campaign that we are playing right now.
If you can not reproduce this bug please tell me and I can add a more complete bug report here.
Version update 4.3
Fixed tags SDMGOS,SREGENS, STREGENS, SDMGOE, SREGENE, STREGENE firing when the were not suppose to
Under the Hood: Luacheck for automated code checking for errors/warnings
Under the Hood: Formatting
Version update 4.4
Fixed: Script error when damage applied is negative
Fixed: Script error when using -X
I'm experiencing an issue with my 3.5 campaigns. Attacks and damage are creating an error. They don't even register if I don't drag the attack to the chat widow. either way the attack or damage don't apply to the target.
[2/11/2023 5:28:22 PM] [ERROR] Script execution error: [string "3.5E:scripts/manager_action_attack.lua"]:305: attempt to call field 'hasEffectCondition' (a nil value)
[2/11/2023 5:28:32 PM] [ERROR] Script execution error: [string "3.5E:scripts/manager_actor_35E.lua"]:137: attempt to call field 'hasEffectCondition' (a nil value)
Version Update 4.5
Fixed: PFRPG script errors and Kelrugem overlay(s) support
Let me know if you see any further issues
I don't know if this is the right place to ask, but I have a practical question about combining effects with Better Combat Effects to create on hit save or status effects.
Suppose I want a version of the smite iomedaean ability for The Herald of the Ivory Labyrinth in Pathfinder that is:
Herald gets: Smite Iomedaean; IFT: CUSTOM (Iomedaean); DMG: 10; CC:99
Target gets: Iomedaean
But in addition, on the first damage against a tagged creature in a turn that creature must succeed at a DC 27 Fort save or be staggered for 1 round. Is there a way to do that? If being only the first damage complicates it, then is there just generally a way to force a creature who takes damage to make a save or acquire a status effect or additional damage? Finally, is there a way to add a different effect if they succeed on that save? From like SAVEADD effects it looks like there should be a way to do this, but my syntax synthesis is too rudimentary I guess. :P
My group and I have run into an issue lately where after some sort of interaction in Fantasy Grounds, we can no longer apply effects to targets in the combat tracker. I have been trying to find reproducible steps and I think I have it. If you roll damage without targeting anyone so that it just displays damage in the chat window, then drag that damage to someone on the combat tracker, the error string
`[2/18/2023 1:20:36 PM] [ERROR] Handler error: [string "BetterCombatEffects:..on_damage_dnd_bce.lua"]:51: attempt to index local 'rSource' (a nil value)`
shows up. Once that error string shows up, we can no longer apply effects to people. The damage also attempted to be applied will not apply either.
This is a 5e campaign.
Version Update: 4.6
Fixed: Reported situation where rSource is nil where it shouldn't be. Likely another extension or ruleset bug. Log to console and fail silently
Fixed: Some Tags without modifiers not processing
Fixed: 5E effects with the tag LIGHT were being prevented from being disabled
Updated DB calls for how SW wants them with the incoming update
Added Luacheck for automated code analysis for errors/warning
Code Formatting
I'm not able to reproduce this but it shouldn't blow up now. I don't think rSource should ever be nil in that situation but it is. It might be another extension or some corner case in the ruleset. I log to the console if that situation happens again. I'd like to know steps to reproduce.
I just tested it just now, and I can no longer reproduce it as of this update. If we experience this issue again, I will report with logs from the console. For now I think it is fixed, but it could be some other specific thing triggering it that I can't repro anymore. I did have a lot of extensions active then and I didn't do my due diligence by disabling those.
FWIW these were the steps that I was using to repro before:
This is all in the 5e ruleset
1. Creature rolls damage in the Chat Window.
2. Click and Drag damage onto target in the Combat Tracker
After doing those steps, the error would pop up and no one could apply effects to anyone anymore. My target I was applying damage to for testing had the following effects applied to it before applying the damage:
RESIST: cold, lightning, thunder
VISMAX: 200
Boots of Elvenkind; ADVSKILL: stealth
Stormwind Glaive; DMG: 2d6 lightning, melee, critical
IMMUNE: critical
I am getting issues with the STACK EFFECT in pathfinder1e
the Issue is that if I try to apply multiple of the same stack effect to a target it just does not work.
I am getting no error.
have not tested it on a fresh campaign yet.
Hello. I think I have found another conflict with this extension and Soxmax's effect builder. When I have both extensions enabled in a fresh PFRPG campaign with no other extensions, certain options do not appear in the effect builder interface. At present, the "attack" option only appears if BCE is not loaded.
I just tried this extension for the first time. I'm playing Pathfinder 2e, so I stuck to the commands listed in Blue (that say they work with CoreRPG). I was really interested in the STURNRS command, that supposedly ends an effect at the start of the turn of the character that applied it, as long as the duration was currently 1 round. It simply doesn't work. I looked at the tabled examples to make sure I was applying it correctly.
Flat-footed; STURNRS
is what I typed in (just like the stunning fist example in the table). And it didn't matter whether I had 1 round, 2 rounds, 3 rounds or whatever. The effect stayed until the 2nd character's turn in the combat tracker, and then left the character it was supposedly on.
If this ever gets working, it'd be great. Did the recent patch break it, maybe?
I just got back into town. I'll try to get to the issues reported over the weekend sometime this week.
Version Update: 4.7
Fixed: PFRPG tag STACK code missed in refactor
Fixed: On add tags not doing something when target is self
Fixed: Tags without modifiers not processing
Fixed: STURNRE/STURNRS needs adjusting with refactor
I'll try to get to the effect builder stuff this weekend, that will take a little more time but wanted to get these fixes out that affect gameplay.
My group has just started playing again after a couple weeks away and have noticed that saves are not rolling for effects (i.e. SAVEA, SAVEE etc). No error message comes up in the log but nothing seems to happen, we're playing Pathfinder 1e and can confirm that I've updated to the most recent version and have tried it on a new campaign with no other extentions loaded.
The other effects that dont roll a save (like DMGOE) seem to be working fine tho.
Btw I love your work on this :)
Thanks for the quick reply :)
Strange...heres an example of one that was working a few weeks ago - SAVEDMG: 1d8 acid; SAVEA: reflex 18 (R)
Must be something my end
Version Update: 4.8
Fixed: PFRPG added back saves ability to be long form or shortform. Long form is deprecated
Fixed: Cleaned up effects builder support
More DB calls cleanup
Version Update: 4.9
Feature: Added DUR so the effect duration can be set on add
Fixed: SAVEDMG not working if effect is disabled before damage is calculated
Changed: TURNRS, TURNRE will remove if effect disabled
I'm trying to add an effect that would lower the DC of an actor's spells (because this is how exhaustion will work in D&D 6e). Is there a way BCE can help me do that? I've tried messing around with DC and SDC effects on the Combat Tracker, but I cannot get it to work so far. Thanks!
Never mind. I found an extension that covers this specifically. Thanks anyway!
Hey rhagelstorm,
i am implementing a rune smith in a D&D 4e game. They have a so called runestance. An offensive one and a defensive one, if one is active the other is deactivated. I tried to use the EXPIREADD function but it does not cancel the other stance. I am probably missing something simple.
I created two effects:
Rune Stance of Destruction; AURA: 1 foe; DEF: -1; EXPIREADD: Rune Stance of Protection
and
Rune Stance of Protection; AURA: 1 ally; RESIST: 2; EXPIREADD: Rune Stance of Destruction
Any help would be appreciated
Version Update: 4.10
Feature: Change state added a change state cycler in the CT, powers, custom effects window. Change state tags are all the tags that Activate/Disable/Remove an effect on start or end of turn. Should see better performance on change of turn.
Feature: DUSE which disables effect when it is used added to the Apply cycler
Feature: Option to Deprecate Change State tags. You need to enable this for the performance gains however the Change State tags will no longer work so you'll have to have all your change state done via the cycler.
Notice: At some point in the future Change State tags will be deprecated and removed. Since this is such a big change there will be a few months worth of grace period.
Fixed: [SDC] not calculated correctly for warlock
Fixed: Tag SDC not adding bonus to [SDC] on replace
Testing the cycler on the provided Dodge example (from the Forge page) and I can't get it to work properly. I think I've got it set-up correctly, but the effect drops off immediately once the actor's turn is over (as opposed to the start of their next turn). Please see attached.
Great! I'll test again once the update becomes available.
Having an issue with calling custom effects using SAVEADD or I've made a mistake.
Pathfinder 1e generic poison automation
Poison; SAVEA: 34 FORT (R); SAVEE: 34 FORT; SAVEADD: CODN
CODN; CON: -1d3 // in Effects window Custom box
It's not adding CODN on failed save. It will add preset conditions like "Stunned." Any ideas? Also, 1e poisons end after 2 successful ongoing saves, usually. Is there a way to increment successes or is it better to pass it through a third effect to stage it?
Never mind, I got it to work. I was trying to test the effect generically from the custom effects window, but it seems I need an actor on the CT to make it work.
I used:
Poisoned Blades; SDMGADDT: Poison; // On poisoner while attacking with poisoned weapons
Poison; SAVEA: 34 FORT (R); SAVEE: 34 FORT; SAVEADD: CODN; // placed on poisoned actor when damaged.
CODN: CON: -1d3; // called as failure penalty for the poisoned party
I'm thinking about using something like
Poison; SAVEA: 34 FORT (R); SAVEADD: CODN; SAVEADD: Poisoned; SAVEADDP: Poisoned1S//set duration=1
Poisoned; SAVEE: 34 FORT; SAVEADDP: Poisoned1S; SAVEADD: CODN;
Poisoned1S: SAVEE: 34 FORT (R); SAVEADD: CODN; // 1 successful save (in a 2 save scenario)
And using this iterate for Poison2S and so on for the number of required saves to end the poison. Is there an easier way to do this? Bonus question, when a player gets a second dose of poison they already failed a save against (is actively affecting them), what is supposed to happen per RAW is the two doses are combined into one with whichever duration is greater and a SDC 2 higher per dose. Any way to do that?
Version Update 4.12
Fixed: Change State cycler SDS not working
I noticed with the BCE extension enabled that effects that PCs apply to NPCs are sometimes adding +1 to the round duration when it shouldn't. For example, with an effect with a duration of 1 round, and "Change State?" set to None, the effect applied to the NPC has a duration of 2 and isn't removed at the start of the PCs turn as it normally would be without the extension: Duration.jpg. However, the behavior doesn't seem consistent, sometimes it adds +1, sometimes it doesn't.
Also strange, is that it seems having the NPC "Effects" list expanded changes the behavior. For example:
- With NPC Effects List minimized, drag effect from PC to NPC, duration of +1 is added
- With NPC Effects List expanded, drag effect from PC to NPC, duration is not added (as expected): EffectsListExpanded.jpg
- Minimize NPC Effects List, drag effect from PC to NPC, duration of +1 is not added now: EffectsListMinimized.jpg
- Expand NPC Effects List, delete all 3 effects, minimize Effects List
- With NPC Effects List minimized, drag effect from PC to NPC, duration of +1 is added again
Better Combat Effects v4.12
I'll take a look at it to see if something is a miss. It should add +1 to DUR when change state is set to RS, RE, SRS, SRE and DUR not 0 to account for having these process correctly and remove the effect at the appropriate point in time. Conversely it should remove 1 from the DUR when the previous change state was one of the above listed.
Version Update 4.13
Feature: Effects Migrator
Fixed: CS none with duration sometimes increasing duration
READ THIS
The Effect Migrator will move your current campaign BCE tags that change state over to the new cycler. I HIGHLY recommend you make a backup of your campaign before you perform this operation as there is no undo.
I've migrated my campaigns over with no issue however that doesn't mean there isn't an issue that I missed. If you find anything wrong please report it.
You'll also notice it may want to rewrite effects that have nothing to do with change state. It is probably due to extra whitespace or extra ; at the end of the effect. That is perfectly normal but again please review the report before you migrate.
The reports are generated uncategorized story entires for both preview and migrate. You probably want to delete those if you are exporting modules or are happy with the outcome.