Version Update: 4.14
Fixed: Change State Remove on end of turn needed some tweaking
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Version Update: 4.14
Fixed: Change State Remove on end of turn needed some tweaking
Version Update 4.15
Under the Hood: Performance improvement on change turn
Fixed: More descriptive labels for ongoing damage and ongoing regen
Getting the below error. Note, I have removed BCE from my extensions folder so it reloaded it.
[5/4/2023 7:43:07 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..tion_core_dnd_bce.lua"]:8: attempt to index global 'PowerActionManagerCore' (a nil value)
Hi, i tried to write the "Protective link" effect from the Gem Stalker(Monster manual 5e) in this way : "Protective Link; DMGR: 3d6; DMGRT". The effect should be removed after the atk dmg (for the DMGRT tag) but instead is removed ONLY when the damage is greater than the dmg resistance. Editing the effect in the traker and selecting "One roll" in the list of effects works. Is this a bug or i'm missing something?
Here is the log:
[5/6/2023 4:13:54 PM] FGU: v4.3.8 ULTIMATE (2023-04-27)
[5/6/2023 4:13:54 PM] OS: Windows 10 (10.0.19045) 64bit
[5/6/2023 4:13:54 PM] GRAPHICS: NVIDIA GeForce GTX 960 : 4053
[5/6/2023 4:13:54 PM] UI SCALE: 0.9
[5/6/2023 4:13:54 PM] USER:
[5/6/2023 4:13:54 PM] Launcher scene starting.
[5/6/2023 4:15:43 PM] Daily session backup created.
[5/6/2023 4:15:43 PM] Starting cloud server mode.
[5/6/2023 4:15:44 PM] Game server started.
[5/6/2023 4:15:44 PM] Launcher scene exiting.
[5/6/2023 4:15:44 PM] Match successfully created on lobby.
[5/6/2023 4:15:44 PM] Tabletop scene starting.
[5/6/2023 4:15:44 PM] CAMPAIGN: Into the Depths
[5/6/2023 4:15:44 PM] RULESET: 5E
[5/6/2023 4:15:44 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[5/6/2023 4:15:56 PM] MEASURE: RULESETS LOAD - 11.2270232 - 5E
[5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
[5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
[5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (power_action_editor_effect) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [campaign/record_power_roll.xml]
[5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (power_action_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [campaign/record_power_action.xml]
[5/6/2023 4:15:56 PM] MEASURE: EXTENSIONS LOAD - 0.1668429 - 1
[5/6/2023 4:16:16 PM] MEASURE: MODULE LIST BUILD - 20.5828507 - 83
[5/6/2023 4:16:17 PM] MEASURE: REFRESH IMAGE ASSETS - 0.1140744
[5/6/2023 4:16:17 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.1400763
[5/6/2023 4:16:39 PM] MEASURE: REFRESH TOKEN ASSETS - 22.554989
[5/6/2023 4:16:39 PM] MEASURE: ASSET LIST BUILD - 22.8111601
[5/6/2023 4:16:42 PM] MEASURE: LOAD - PART 1 - 58.1313505
[5/6/2023 4:16:44 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..tion_core_dnd_bce.lua"]:8: attempt to index global 'PowerActionManagerCore' (a nil value)
Version Update: 4.16
Fixed: Change State encoded to CT when loaded from module via Equipped Effects or similar extension
Fixed: Chance template name collision with Random Encounter Generator extension
Changed: DMGR with an empty filter will assume all. all is no longer required for all
Version Update: 4.17
Fixed: NPC Innate Spellecasting with [SDC]
Fixed: Changed utilitybox to match for FG 4.4.0
Version Update: 4.18
Fixed: Migrate Effects dialog for under the hood changes
Version Update: 4.19
Fixed: New custom effects not detected by BCE/G
I also made a video explaining the change state cycler which is on my youtube.
https://www.youtube.com/watch?v=7Xcr6Ei-qY4
Hello, I was recently using this extension along with SoxMax's Effect Builder to automate some poisons in PFRPG. I had some difficulties so I posted in the Effect Builder thread but I was told to ask here. This is the situation: Using the effect builder dropdown options in the "Ongoing Saves" category, I was unable to find a way to set what sort of save I want the target to make. For example, when entered manually the effect "test; SAVEA: 15 FORT (R); SAVEADD: Dazzled" works fine - the monster is required to make a save the moment the effect is added. The ongoing damage option also works fine when input manually. However, when using the effect builder the drop down menu does not show FORT (or will or reflex). The only options that can be selected in the spot where the save type should go are the six ability types as well as BAB, LVL and CL. Is there something I am missing here?
I'll try to find some time to take a look at it. I do know that the BCE effect builder code is a little out of date as I haven't added in the new change state stuff and it being summer have not had time to start that project. I'm sure it's probably me missing something rather than you.
I know I got to have something simple wrong with this, but I can't seem to get twilight sanctuary to work. I currently have
Twilight Sanctuary; TREGENS: 1d6+2
this is for 5e
Would like to get to adjust AURA: 30 friend; Twilight Sanctuary; TREGENS: 1d6+2
Aura seems to work but I have removed that element to avoid any conflict problems and still don't get the temp hp to happen automatically.
I am just hitting next actor to end the turn should I be doing something else?
AURA: 30 friend; Twilight Sanctuary; TREGENE: 1d6+2
Is the correct and working effect, not sure why it wasn't working for a little bit there. But it is working now.
This might be a useful example on the Forge Page
Version Update: 4.20
Fixed: 5E Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
Hey I wanted to ask about Starfinder support. I'm pretty sure I used to be able to use this in my Starfinder campaigns but that seems to have changed.
It pretty much only supported the change state options in Starfinder but those were already quite valuable to have. Any chance you could add that support back in?
When I moved over to the change state cycler, there was enough of a change that it required more ruleset checking. Instead of leaving it wide open with the possibility of things not working for people I took out support for CoreRPG. I can look at rolling back in SFRPG support
That would be awesome. Maybe you could even find a way to add some of the 3.5 functionality, from what I know the rulesets are very similar but I don't have any actual experience with it, so I don't know how much work would be involved.
Certainly love the extension and thank you for all the hard work!
Version Update: 4.21
Feature: Support for Starfinder RPG
Fixed: Cleaned up continuous integration code and also fixed some CI indicated potential bugs. I didn't go back and do any testing in 4.20 to see if they were problems.
Reworked the documentation to reflect Starfinder support and the generic removal of CoreRPG support.
I'm also having trouble with copy/paste to the forge the documentation. It saves but it doesn't display after the save correctly. I'm not sure if something changed or not. That being the case, documentation is on my GitHub which is linked off the forge page or you can get the PDF version of the documentation which is on the first page of this thread
I am having trouble understanding ongoing saves.
I am working on a Feat that applies divine fire damage for the 10 turns that an undead is Turned.
this works no problem.Quote:
Non INT Turned + Blazing Channel; panicked; DMGO: 1d6 fire,resistbypass
Intelligent undead get a save at the end of each round (damage applies first). if they save then all effects go away (turned, panicked and ongoing damage)
Save is: WILL save. DC: 10+CL/2+CHA
I am unsure how to make the Intelligent undead ongoing save portion of the above effect. anyone able to help? (I have read the pdf instructions, I just am not getting it right)
I was recently trying to use this extension to do the simple Belt of Giants Strength effect for a 5E campaign. I noticed it wasn't working, then tested a bit deeper, removing all other extensions but this one, and trying things as simple as STR: 2, STR: +2, etc. and there is no impact to any rolls.
Is this extension broken at this time, or am i missing something else needed to make this work? My overall goal is to use the STR: 19-X effect as put in the example, but this doesn't work either at this time for me.
Is anyone else seeing this issue?
This is working for me. If you have a character with strength of say 16 and you add an effect of STR: 19-X then when the effect is applied you should see STR: 3 on the combat tracker. If that character then makes a skill or ability check which involves strength then in Chat you should see a note in chat of [EFFECTS +1]. You'll also see the same message if the character makes a melee attack with a strength based weapon.
Zacchaeus, What you said triggered something for me in the testing, and I think i got it working properly now:
First, I was trying to do it directly in the combat tracker, which doesn't work, so second i went to my test bed, and disabled everything, including advanced combat effects, so after fixing both those issues, it appears to be working properly.
Thank you for giving me the nudge to get this figured out!
Hello! I'm trying to figure out why when I drag a power over to the CT and apply it to the target, it drops certain parts of the code.
Here's the effect I'm using:
Attachment 59969
When I drop it on either the CT or the token directly this is how it shows up:
Attachment 59970
Does anyone have any idea why it might be doing this? Thanks in advance for any help anyone can offer!
HI,
we have identified in house of healing smiteworks forum (after new update) the following error messages after opening an encounter/ NPC:
[3/7/2024 12:45:05 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
[3/7/2024 12:45:05 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
Pleaase be so kind and check if you can adjust somwhow.
Thanks
Micael
I'm trying to make an effect for Mythic Hideous Laughter that is in PF1e.
Mythic Hideous Laughter; Prone; SAVES: [SDC] WILL (R); SAVEDMG: 1d6 nonlethal; SAVEADDP: Mythic Hideous Laughter 1 Save
Mythic Hideous Laughter 1 Save; Prone; SAVES: [SDC] WILL (R); SAVEADDP: Prone;
I have a couple of questions.
Where does Mythic Hideous Laughter 1 Save go?
If I use what I wrote above as a single effect what I end up with is two rolls right away and an effect of Prone applied on a successful save for either of the rolls.
If both saves fail the SAVEDMG gets done twice.
If there is a better way to do this please let me know.
I'm not familiar with the text of the spell so it is hard to say give any advice.
None mythic version of the spell:
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
The above is modified in the following ways for the mythic version:
A creature of a type different than your own doesn’t gain a bonus on its saving throws against this spell. The affected target laughs so hard it hurts, and takes 1d6 points of nonlethal damage each round it spends laughing.
If the target fails its initial save, it must succeed at two follow-up saving throws (each a full-round action that doesn’t provoke attacks of opportunity) to end the spell. Succeeding at only one save means the spell no longer deals damage, but the target is still unable to take actions.
So, the target of the spell is prone through out the spell and has to make two consecutive saves for the spell to end early.
The 1st save stops the 1d6 nonlethal damage. The second save stops the spell leaving them prone.
What I wanted to do was to have the first effect doing an ongoing save, 1d6 damage for a failed save and prone.
The second effect be an ongoing save and prone, a successful save would leave an effect of prone.
You are going to run into an issue because of the double save thing is not normal.
You are likely going to need to SAVEADDP with IMMUNE to the first effect from the first roll. But keep adding a secondary effect each round/savecheck.
Also because they are prone the whole way thru, you can add that as a secondary effect without being part of this spell checks. Prone is a weird because it pretty much always has to be manually removed when someone choses to stand up.
I think I understand what the problem is. Fantasy Grounds sees the ";" in it and is parsing those as new effects.
If it was done this way:
Mythic Hideous Laughter; Prone; SAVES: [SDC] WILL (R); SAVEDMG: 1d6 nonlethal; SAVEADDP: Mythic Hideous Laughter 1 Save| Prone| SAVES: [SDC] WILL (R)| SAVEADDP: Prone
Using "|" instead of ";" in all the parts of the SAVEADDP they will be included in it by FG.
When the code in SAVEADDP runs it will take everything between SAVEADDP: and the next ; as it's text. You then go and replace all of the "|" with ";" and create the new effect with that new string.
So Mythic Hideous Laughter 1 Save| Prone| SAVES: [SDC] WILL (R)| SAVEADDP: Prone becomes Mythic Hideous Laughter 1 Save; Prone; SAVES: [SDC] WILL (R); SAVEADDP: Prone
The [SDC] in the secondary effect should have already been changed by the code for that to the numeric value.
My two cents.
As it currently stands I'll do two effects with the second one to be applied manually after the first one drops.
Version update: 4.23
Fixed: SFRPG Damage to Stamina Points without damage to wounds did not trigger DMG tags
I had a general ask that I've meant to bring up but haven't - do you think it would be within this extension's ability in the future to add an effect that modifies your proficiency bonus in 5E? Currently, there's nothing in RAW that actually modifies it, but it would be cool for third-party content and niche situations if something like "PRF: 1" or "PRF: -2" could be used, and adding effects like that seems like this extension's golden goose. In advance, of course, I know you can approximate this with a series of "SKILL: X/SAVE: X/CHECK:X" effects, but it would be convenient to have something more direct. It's always been weird to me that the proficiency bonus has a box on your sheet, but you can't crtl+scroll it to change it like you can with saves, initiative, etc.