Awww. Dang. I understand, though. I figured there would be extra issues since it wasn't built to be directly modified.
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Why you want to add remove proficiency bonus and not just give them negs on checks, saves, attacks etc.
Seems like you wouldn’t want to remove their proficiency bonus just make things harder all over.
It’s nice to have options though but seems like not really needed.
Quality of life purposes - it's easier to imagine, for example, an Ioun Stone item that increases your proficiency bonus using one single effect like "PRF: 1", rather than going through every skill and whatnot and modifying it constantly, then being sure to account for expertise, attacks, etc. It can be the difference between
"SAVE: 1 dexterity, strength; SKILL: 1 acrobatics, athletics, persuasion; SKILL: 2 sleight of hand, intimidation; ATK: 1 melee"
and simply
"PRF: 1"
The latter has less room for error if the system is just pushing the bonus where it needs to go and funneling it into skills, expertise, etc, for you. And that's even before things like Jack of All Trades might give you extra pause when figuring out all the values.
It could also be useful in animon-style 5E subsystems where, in the example of a Digimon-based system, evolutions might be defined partially by your proficiency bonus going up and down. You can make a series of different sheets for this purpose but again, the idea is to streamline this sort of thing.
It's not a ton of time, but in games where saving time is always welcome (like when your job is running a high-effort D&D show and spending time coding things on the fly is detrimental to the experience - which is where I'm coming from), having an item that can be flicked on/off and passed around is valuable. The ease of access can also be encouraging when trying to make certain things work, such as a puzzle that lowers your proficiency bonus for a time each time you get it wrong or what-have-you. How easy that is to code/account for can affect whether a GM even wants to include it in a game.
It's entirely a preference, but from a user standpoint, extensions are largely used for quality-of-life conveniences and gaining greater control over the software.
Ultimately it's niche, but I thought I'd ask.
Minor Edit: It seems like you're asking why I would exclusively want to remove the proficiency bonus? That's not really the ask. It was to have an effect that could modify it both ways, either increasing or decreasing it.
Yeah I get you, I was wondering if there was something out there that was doing this. I do think this should be an option and would love to see FGU allow us to access it.
So I love the extension. I use it for PF1. That said, I've been having a load of lag for a while now. It happens whenever I'm rolling dice, especially for combat. It's taken me quite some time to track it down (because I use quite a few mods and I don't have a ton of time outside my game time) and I've finally figured out it's this mod causing the lag. It could be an interaction with another extension, but that's an even further hassle to narrow down. Any ideas?
Version Update: v4.24
Feature: 5E - [SDC] can be forced to be evaluated from a stat by [SDCINT], [SDCSTR] etc.
Fixed: 5E - [SDC] not falling back to group when cast power isn't present
Fixed: Remove change state not readjusting dur correctly for source effects
Fixed: EXPIREADD descriptors split incorrectly
Version update: 4.25
Fixed: Migrate window for UI updates
OK. I put this in the Aura Effects thread, but was informed it was not their extension that added the automatic rools, so I came here... It seems that the automatic rolls have stopped working for me. The aura will apply to the respective creatures, just the automatic rolls have stopped for my Spirit Guardians. I have unloaded and reloaded the extensions.
The code I am using is:
Aura: 15 foe : Spirit Guardians: IF: FACTION(foe): SAVEO: Wis 18 (H): SAVEDMG: 3d8 radiant: (C)
I also have tried the below.
Aura: 15 foe : Spirit Guardians: IF: FACTION(foe): SAVES: Wis 18 (H): SAVEDMG: 3d8 radiant: (C)
Not sure about BCE, but with BCEG you would use this for 5E.
If you want to try yours you want to start with using ; in some places where you currently are using :.Code:Spirit Guardians; (C); AURA: 15 !ally, circle, single, blue; ($) Spirit Guardians AoE; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
So if I were just going to correct yours to be working a little better I would go like this.
Code:Spirit Guardians; (C); AURA: 15 foe; Spirit Guardians AoE; IF: FACTION(notself); SAVES: 18 WIS (M)(H); SAVEDMG: 3d8 radiant
Version Update 4.26
Fixed: 5E NPC SDC not calculated correctly
I saw it asked a few years ago and didn't see it get addressed or answered. Is there a way to implement the melee or ranged tag to things like TDMGADDS? Mainly melee.
I have a fun effect for a spell called Barbed Flesh, but it only triggers on melee. The way it is now I have to turn the effect off before every ranged hit. As do my players who have access to the spell. The effect for any curious:
Barbed Flesh; TDMGADDS: BARB
BARB; DMGA: 1d6 piercing
With Better Combat Effects Gold is there a way to code this.. "Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion."
Hi, the console drops me this: [string "BetterCombatEffects:..on_damage_dnd_bce.lua"]:79: getValue: Invalid parameter 1
I'm using 5E Polymorphism by Grimlore and this happens when a Druid turns back to his original form from taking damage
Is there a way to solve it?
Had this reported late last week with BCEG and was out of town and just got around to fix this. Looks like this was introduced in v4.23
Version Update: v4.27
Fixed: Issue with script error with Polymorphism sometimes when creature falls out of poly from damage
RESTS and RESTL do not seem to work properly at least with the PFRPG ruleset. An effect with RESTL is not removed by either a short or long (overnight) rest. Weirdly, an effect with RESTS is removed by a long rest, but not by a short one.
I have a strange situation going on. When I create an item using the Advanced Effects extension, check the "Action Only" radial button, and add an effect like
SDMGADDT:Mind Poison
it works fine if I drag-and-drop the damage onto the target - the custom effect gets applied as expected. But when I set a creature as a target in the Combat Tracker (dragging and dropping the crosshair icon), the effect doesn't get applied when I roll damage.
This doesn't happen with other effects, like DMG: 1d6 fire, only when I try to add an effect using SDMGADDT (haven't tried the other *DMGADD* effects). It also doesn't happen if I don't check the "Action Only" button, in that case the SDMGADDT effect gets applied with every damage roll - as expected, whether I drag-and-drop damage or set the target.
Not sure if this would fall under the BCE extension or the Advanced Effects extension...
[edit] Should have mentioned this is for the 3.5E ruleset
I'll take a look at both these issues and probably have a fix in the next couple of days
Ha. So you are using it as a targeted effect.
BCE/G doesn't support targeted effects as per documentation. I've thought about supporting it for a while but in the 3+ years this ext has been around not a single person has asked for or about targeted effects. I've kind been waiting around for someone to say something so gold star for you.
So this won't be a thing in the next update as it is a bit more involved but probably sometime in the future.
Version Update v4.28
Feature: 5E/4E DMGR will accept a decimal value between 0 and 1 to reduce raw damage (before resistances) by a percentage
Fixed: PFRPG RESTL not processing
Version Update v4.29
Fixed: Change state remove source not getting duration quite right
Fixed: Change state last to process on end of turn
Fixed: STACK tag match to be more exact
Changed: Deprecated tags will output to GM chat when matched. These tags will be removed in the next month or so
Do you know if all "Automatic Effects" have been updated to remove the old tags?
I am trying to figure out a way to "STACK" duration of a spell effect. I do not believe there is a way to do this but thought it would be a useful addition. If there IS a way to do this, that would also be great.
There are several spells that the duration is dependent on a variable FGU doesn't "know". Spell level is the one I am dealing with atm for Concussive Spell metamagic feat. so lets say the spell says the target is Stunned for 1 round per spell level (the feat is -2 on a bunch of things). I would like to be able to set up an effect that is STUN [d:1] and essentially have a way to stack it 3 times for a 3rd level spell and have 1 item be removed from the stack per round. like a count down.
right now the only way I can think to set up this feat is to have 7 effects for durations 1-7 (metamagic of +2 levels so lv 7 max)
There is no counter type effect. This would be useful in a few areas I do agree.
Version Update: v4.30
Changed: effect init now ignored when considered a duplicate
Fixed: 5E Evasion not working with SAVEDMG
Fixed: Ongoing saves spending onroll ADV/DIS incorrectly
Version Update: v4.31
* Fixed: Concentration also removing same label with dur 0
* Removed: Deprecated change state tags. Use /migrate_effects to update
* Changed: Change state icons to match new default theme
* Changed: DMGR will randomize dice string on use
documentation link on page 1 and forge give me an error
updated. sorry about that
I love this extension with the use of AURA extension from bmos.
I am primarily using 4e and I would love to see if there is possible to include effects attached to the use of healing surges
I don't know what a healing surge is