I see it, I'll get a fix in for that one.
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Version Update: v5.38
* Fixed: Script error with Kingdoms and Warfare
* Fixed: Recharge not working
Good morning, I have this extension and aura effects, how do I create the Twilight sanctuary code?
Hi,
is it possible to code this for the Bonebreaker Mace:
You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature.
When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.
I've been able to do the first part, but can't work out if the second part (in red) is possible, even partially?
Any help gratefully received.
Cheers,
Simon
Hmm...
If you use the Equipped Effects extension, so you can add the On Action trigger when adding the effect to the mace itself...
First: The Bonebreaker Mace itself is a +1 weapon
Second: Add an effect to the Mace for the bump in to hit and damage
< IFT:TYPE (undead); ATK: 2; DMG: 2 >
Third: Add the effect to test for VULN and then add the extra damage. We can add this to the previous effect, I think, to save an entry line in the CT. I *think* the effect is read left-to-right, so it should always use the initial IF, and then read the second IF after.
* This tests (a) is the target undead; if so modify the weapon attack; AND THEN test (b) are they vulnerable to something?, if they ARE, (c) is there a reference to bludgeoning? IF YES, add *more* damage.
* You *may* be able to test IFT:CUSTOM (VULN: bludgeoning) which would probably be WAY better...but I wasn't sure you could add the : in a ( ) test. I have not tested this - I'm re-building my campaign's custom classes based on the 2024 release and it's eating upo a TON of time. Let me know if this worked, though. :}
< IFT:TYPE (undead); ATK: 2; DMG: 2; IFT:CUSTOM (VULN); IFT:CUSTOM (bludgeoning); DMG: 1d6 radiant >
Just to be clear this doesn’t do an add on action trigger in when using this item. It does add on action matching trigger.
Also known as an IFT effect.
Advanced Effects extension does have an action only trigger with works when using the weapon only.
Example of how they differ is: Say your trigger for the mace is when you hit an undead creature you do extra damage.
Well if you use an IFT undead check. It’s going to give a true return on all undead for all attacks giving you extra damage with the mace or shooting a fire bolt.
If you do Advanced Effects extension for action only. It will only do the extra damage to undead when using that weapon to attack.
Advanced Effects <-- That's what I meant. Great catch MrDDT!!
Hi,
thanks for this, but unfortunately I'm not able to get it to work with the coding you kindly explained above. I'm struggling to get the radiant damage to only apply if the target is already vulnerable to bludgeoning damage.
Plus there is also the effect that any target not vulnerable to bludgeoning damage is treated as though it was, except for the extra radiant damage that only applies to a target the is vulnerable to bludgeoning damage by default. But maybe this isn't something that can be coded?
I am using Advanced Effects, 'Action Only', sorry I should've mentioned that.
Cheers for all your time and help,
Simon
Try this. You'll need the aura ext.
Twilight Sanctuary; IF: !CUSTOM(unconscious); LIGHT: 0/30 FF4B0082; AURA: 30 !enemy,804B0082; AoE Twilight Sanctuary; IF: !CUSTOM(Object); IF: !Custom(TwilightEndEffect); TREGENE: 1d6 [CLERIC]
TwilightEndEffect; 'Manually remove the charm or frightened effect and this effect [RE]
I can’t help fully but maybe I can give some idea of how to get it to work.
Using the extension Blissful Ignorance you can use the coding “MAKEVULN”
Set it to action only. And use an !IFT: statement to check to see if they VULN already. Not sure if it would make it double VULNERABILITY or what. Might not need the IF not statement.
That should help with that VULN part.
About the check to see if they are VULNERABLE already to bludgeoning is going to be a bit harder. Because there isn’t always an effect on creatures that says exactly something to check for.
I think you are going to either have to hand wave something or manually check and roll.
Once I’m back off holiday. I might be able to help more if you don’t have it figured out. I should be back next week.
You can also hit me up on discord.
Hi MrDDT,
thanks for pointing me to Blissful Ignorance, it's exactly what i needed to give bludgeoning vulnerability to all undead targets:
IFT: TYPE (undead); MAKEVULN: bludgeoning
and it doesn't seem to give double vulnerability which means I don't even need to check if they're already vulnerable, which makes things easier!
So I just need to find a way to reference existing vulnerabilities to trigger an effect result (DMG: 1d6 radiant in this case) but as you say it may not exist or even be possible, which will be a shame, but would only leave that part to be done manually if necessary. So that's definitely still a win in my opinion.
Cheers for all your help.
Simon
Game Rules: D&D 5E
Extensions: BCEG (alone, and with Advanced Effects, and with IF NOT - Untrue Effects among others)
I thought I saw this in the past, but I can't find it now.
Dreadful Strike: First weapon attack against a target in the round takes +1d4 psychic damage. Subsequent attacks vs the same target in the same round do not apply this damage. But, the first attack against a different target applies it to them (cycle continues). So the ONTURN option is a no go, as that stalls it for the initial target and all other potential targets.
I'm trying:
1. Create an Effect in the master list for dreadSTRIKE to test for (set to Remove at Start of Source Turn)
- So far, so good. It removes it as expected.
2. Add the following effect to the PC...
Dreadful Strikes; DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
- Yep. So far, so good. Damage added and the effect is added and removed as expected.
3. Expand the effect to:
Dreadful Strikes; IF:ATK(Weapon); DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
- Successfully stops the damage and added effect when a spell is used
4. Expand the effect to:
Dreadful Strikes; IF:ATK(Weapon); !IFT:CUSTOM(dreadSTRIKE); DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
- Still stops it from applying when using a spell
- Successfully applies effect and added damage on the hit
- Doesn't seem to test for the effect though, so it applies the effect and damage again if a second attack happens
I also tried using the IF NOT - Untrue Effects extension, IFTN:CUSTOM(dreadStrike) vs !IFT:CUSTOM(dreadSTRIKE), but it didn't make a difference.
Any thoughts? Or is the !IFT:CUSTOM() not working for other folks too?
EDIT: (from the park) I think I figured it out, but have to test...It's not !IFT:CUSTOM() its IFT: !CUSTOM () isn't it.
EDIT 2: Yep!! facepalm That did it and it works like a charm! This EXT is SOOO helpful!!
Version Update: v5.39
Feature: 2024 Sneak Attack, Cunning Strike automation
Feature: 2024 Rogue Devious Strikes automation
Feature: 2024 Conditional Operator MASTERY - True if weapon attack, weapon mastery property matches, and weapon mastery matches on the char
Fixed: ADVCOND not working for damage from NPC
Fixed: SAVEDC not working
Deprecated: SDC, use SAVEDC - this is the Modifier tag e.g SDC: and NOT the macro [SDC]
Game System: D&D 5E
Extensions Loaded: Tested with Lots and Alone (BCEG)
Symptom: DMGR does not roll and apply a die (D). Nor does it seem to recognize [PRF] or (PRF) or [WIS] or (WIS) tags...though, if it's not rolling the die, I'm not sure if that's here or there.
Game System: D&D 5E
Extensions Loaded: BCEG and Requested Rolls
Symptom: [ERROR] Script execution error: [string "..erCombatEffectsGold:..er_effect5E_bce.lua"]:484: attempt to index field '?' (a nil value)
Now, I'm 95% sure this is a FGU issue (as I had another ReqRoll comment I posted about skills with spaces in them and Moon said he was looking into it). But, in case anyone else runs across the error message, it's probably better to say something "just in case"...
1. With BCEG loaded, add an effect to a character in the Combat Tracker SKILL: 1 all
2. Toggle that effect OFF in the Combat Tracker
3. Access that character's Skills Tab and find a skill, let's say Arcana and try to roll the skill - it rolls successfully.
4. Now re-enable the effect in the Combat Tracker and re-attempt the roll - it refuses to roll and throws the [ERROR] that references this extension.
5. Do the same, but trying to request the roll as DM, and the same happens in both cases with the effect ON and OFF.
However, and here's where I was surprised: when there are no extensions active, the SAVE: N effect(s) don't impact anything whether ON or OFF. It rolls. It applies the value to the roll. Which is why I posted here, and not as a FGU bug.
But, as MoonWizard was looking at why Skills with spaces seemed to be causing issues with rolling...I really though these would be related. *shrug*
This error would be something inside the BCEG extension; as it's a script code error from within a BCEG file. It's not related to the other issue, which was skill effects not triggering for multi-word skill names.
Regards,
JPG
Can BCEG automate a leech mechanic: If a weapon does 1d6 necrotic, heal the attacker by that amount?
It is probably something simple and I am just overlooking the correct syntax.
Constitutional Amendments can handle things like this: https://forge.fantasygrounds.com/shop/items/42/view
Okay. I am aware of Constitutional Amendments, but it fails to load correctly for me and breaks my HP tracker translating from sheet to combat tracker. I have posted up the errors in their forums, but I was hoping I can bypass it with BCEG. I appreciate the response.
*Edit -- Constitutional Amendments on the forge is currently broken, but a fixed version is on the github, so I will get er' loaded up and give it another shot!*
Version update v5.40
Fixed: DMGA firing multiple times when used with SAVEA
Fixed: MASTERY conditional when using Advanced Effects
Fixed: Script error when using all descriptor in some cases
Fixed: FG locks when SAVEA applied to multiple targets simultaneously
Can anyone provide an example of how CSTRIKE can be used to automate Cunning Strike, and how it works with RAKISH? I'm not sure of the syntax needed nor how it allows you to decide on what effect to use. Thanks in advance!
Set up a power effect on the action tab
CSTRIKE: poison
set it to [roll] and also set it to [self] with duration 1
Apply the effect either before the attack or before the damage roll. It will subtract the appropriate sneak damage dice and apply the CSTRIKE automation, if there is any.
You can also do something like the following if you want to do both
CSTRIKE: poison,trip
If you don't have enough sneak dice to do said CSTRIKE, it will ignore it.
Got this a bunch of times today.
It occurs when only BCEG and Requested Rolls are loaded and a Save is rolled. I'll cross-post.Quote:
[ERROR] Handler error: [string "..erCombatEffectsGold:..on_save_dnd_bce.lua"]:879: attempt to index field 'sSaveDesc' (a nil value)
Specifically, it only occurs when a DC is set for the roll. This issue also occurs for party sheet rolls with DCs. ActionSave.onSave() checks for rRoll.nTarget before calling notifyApplySave, which is why rolls from the character sheet don't trigger the error. This does not appear to be an extension conflict.
Ah, nice - I can confirm that you are correct and that the same error comes with only BCEG loaded on a party sheet with DCs. Thanks for the speedy response!
I'll take a look at it, should be an easy fix. I saw something similar that I fixed previously but must have missed this one
Version Update v5.41
Feature: IMMUNECON If target has the specified property value, the target will be completely immune to the effect
Fixed: SNEAKATK not working when using Theogeeks nat20
Fixed: Script error with some saves using Requested Rolls
Works great - thanks!
Maybe I'm just missing something obvious, but how does SNEAKATK work (2014 rules)?
"Sneak Attack; SNEAKATK" on the rogue does not seem to do anything at all (with only BCEG loaded).
I had been using "Sneak Attack; DMG: 5d6" (Roll) previously which works but obviously doesn't update the damage on level-up.
I see. It is doing more than I thought (checking on conditions and changing effect to SNEAKDMG).
The player really wants control over which attack on a given turn is the sneak attack (possibly offhand or haste or extra attack with fighter multiclass). I think we'll just stick with the DMG: 5d6 and try to remember to change it.
Is there a way to do something like "Sneak Attack; DMG: [(rogue level + 1) / 2 round down]d6" so it calculates the number of d6 when applied?
Thanks.
Well even doing it the other way, you suggested with damage, I would make it one use feature effect you do right before the attack. Even though the rules don't state this, but I've always made it so they have to call out they trying to sneak attack before they roll the attack. Never made sense to me to choose it was a sneak attack after they did the attack. I don't have them lose the attack but more like "I'm going to try a sneak attack", if it doesn't work they are free to try again the next attack.
So in this case, I would have them apply the Sneak Attack coding effect from BCEG still, and have it just one use and then the next time they want to do it, they would need to apply the coding effect (pretty much non automation), but it would still automate the # of dice for damage rolled and if they even met the SA rules correctly. Can't tell you how many times someone thinks they should have it but they don't.