I can look at short rest and some sort of conditional based on damage type. You may be able to do the damage type with another ext but it escapes me if that is possible some way or not
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I can look at short rest and some sort of conditional based on damage type. You may be able to do the damage type with another ext but it escapes me if that is possible some way or not
I am trying to get the "tic OR toc ELSE clock" function to work. I unloaded all other extensions to test. If I use the given example in the Read Me:
IF: 1 CUSTOM(tic); OR IF: 1 CUSTOM(toc); ADVATK; ATK: 10; ELSE: 1; DISATK; ATK: -10
If I give the Character the "tic" condition it works and gives ADVATK and ATK: 10, but if I give the "toc" condition it does not give ADVATK or ATK: 10, and the Character still has DISATK and ATK: -10. Am I missing something? My goal is to give a Displacer Beast the GRANTDISATK unless it is stunned or incapacitated. The string I'm trying to get to work is:
IF: 1 CUSTOM(Incapacitated); OR IF: 1 CUSTOM(Stunned); Nothing; ELSE: 1; GRANTDISATK
Looks like documentation error as there should be a ; after or to separate the clauses
IF: 1 CUSTOM(tic); OR; IF: 1 CUSTOM(toc); ADVATK; ATK: 10; ELSE: 1; DISATK; ATK: -10
likewise
IF: 1 CUSTOM(Incapacitated); OR; IF: 1 CUSTOM(Stunned); Nothing; ELSE: 1; GRANTDISATK
Hello again.
I noticed that this extension includes mastery support, and I was curious as to how it is meant to be applied to a creature in combat. My party's martials (well, really the Fighter; Paladin's rocking his unarmed fighting stuff) have a hard time remembering to use their masteries and I was curious how the syntax is supposed to work. For instance, how would a Shortsword's Vex be applied?
Appears BCEG conflicts with AE so if running both it's not working I'll get a fix out Monday. When fixed, there are a couple of ways to do it. You can use AE and edit each weapon with the effect and set to action only. Or you can do the following which is a generic vex and will work with any weapon that has the vex weapon mastery property. The same applies for any mastery.
The actor will have to have the weapon mastery feature and then you edit that line, separated by commas to define the actors chosen weapon masteries. I want to improve this a bit as it is a bit wonky I think and was hoping SW would do it for me but so far no dice. I might just come up with a UI option for it as much as it pains me to add UI to this ext.
This is how I did vex; 2 parts. The one under "traits" is always on - I use a Traits section for everything I need to replace if someone's removed and re-added to the CT.
Attachment 63798
Version Update: v5.45
Feature: OBSCURED accepts descriptor illusionary - no sight check on bearer. truesight, blindsight, tremorsense for everyone else
Fixed: Conflict with Advanced Effects
Fixed: Documentation for or/else
Changed: Display conditions messages marked as GM only
Okay, with Advanced Effects and BCEG compatible again, I put together what you guys came up with to create the following Mastery codings;
Vex.
Targeting self/AdvEffects:
In the custom effects tab:Code:Vex; IF: MASTERY(vex); SDMGADDT: !VexAdv(A distinguishing marker based on the PCs name to seperate them from other PCs, IE the first letter of their name; this will appear as X later on)
VexerX (This is its own effect, so that the bonus only applies to you and not to others or to others you target)
Graze.Code:!VexAdvX; IFT: CUSTOM(VexerX); GRANTADVATK; [SRE]; [D: 2]; [ROLL] (note that you should make one for each party member with Weapon Masteries)
Targeting self/AdvEffects:
In the custom effects tab:Code:Graze; IF: MASTERY(graze); ATKMADDT: !Graze
Sap.Code:!Graze; DMGA: [STR] slashing; [RS]; [D:2]
Targeting self/AdvEffects:
In the custom effects tab:Code:Sap; IF: MASTERY(sap); SDMGADDT: !SapDisX
Slow.Code:!SapDis; DISATK; [SRE]; [D:2]; [ROLL]
Targeting self/AdvEffects:
In the custom effects tab:Code:Slow; IF: MASTERY(slow); SDMGADDT: !Slow
As for the others, Cleave works best as a damage debuff (-[STR]) that's applied as an effect from your actions tab (I can't imagine automation would be easy outside of a built in prompt that pops up on every hit with Cleave weapons), Nick isn't necessary to code (unless you have an extension that tracks actions and bonus actions, maybe?), neither is Push (forced movement of enemies is a DM thing), and Topple... I'm not sure. I imagine it could be possible but seems like it be code spaghetti.
One note I neglected to mention that is important for 2024 mostly for npc is if it isn’t a spell from the phb the attack is a weapon attack. They did away with attack type for npcs. So paralyzing touch by lich. Not magical and not a spell. Arcane burst. Not spell not magical. By rule of omission
Vex.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
Code:Weapon Mastery: Vex; IF: MASTERY(vex); SDMGADDT: VexedX
(A distinguishing marker based on the PCs name to separate them from other PCs, IE the first letter of their name; this will appear as X later on)Code:VexerX
In the custom effects tab:
(note that you should make one for each party member with Weapon Masteries)Code:VexedX; IFT: CUSTOM(VexerX); GRANTADVATK; [SRE]; [D: 1]; [ROLL]
Graze.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
Code:Weapon Mastery: Graze; `note-STR weapons; IF: MASTERY(graze); ATKMADDT: GrazedS
Needs 2 options for STR or DEX based attacks use the correct one based on the weapon type.Code:Weapon Mastery: Graze; `note-DEX weapons; IF: MASTERY(graze); ATKMADDT: GrazedD
In the custom effects tab:
Code:GrazedS; DMGA: [STR] slashing; [RTS]; [D:1]; [ACTION]
Code:GrazedD; DMGA: [DEX] slashing; [RTS]; [D:1]; [ACTION]
Sap.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
In the custom effects tab:Code:Weapon Mastery: Sap; IF: MASTERY(sap); ATKHADDT: Sapped
Code:Sapped; DISATK; [SRS]; [D:1]; [ROLL]
Slow.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
In the custom effects tab:Code:Weapon Mastery: Slow; IF: MASTERY(slow); SDMGADDT: Slowed
Code:Slowed; SPEED: -10; [SRS]; [D:1]
Topple.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
In the custom effects tab:Code:Weapon Mastery: Topple; IF: MASTERY(topple); ATKHADDT: Toppled
Code:Toppled; SAVEA: 8,[STR],[PRF] CON (RA); SAVEADD: Prone; [RTS]; [D:1]
Also note that the weapon/item in the details of it in your inventory needs to have the mastery information filled out with what mastery it has.Quote:
As for the others, Cleave works best as a damage debuff (-[STR]) that's applied as an effect from your actions tab (I can't imagine automation would be easy outside of a built in prompt that pops up on every hit with Cleave weapons), Nick isn't necessary to code (unless you have an extension that tracks actions and bonus actions, maybe?), neither is Push (forced movement of enemies is a DM thing)
I cleaned up some stuff.
When using some of the cycles (like SRE), you don't need to make the duration 2, it will automatically do that for you, so always keep the durations the correct duration. The Screenshot that he posted showed a 2, because the effect was already placed in the CT, which part of the effect does when it has something like SRE is adds a +1 to the duration.
just replace (SDC) with a number
Apologies if this has been answered, couldn't find anything with a keyword search. Looking at Gold it talks about the extra 5e compatability, is there a reference for what new additions also work for 3.5/pf1e, or is all the new content 5e only? Would love to have some of the new effects if they'll work for me :)
Does anyone have the code for the Compelled Duel spell effect?
Getting an error with the FG option "remove on miss" set to "multi". This normally removes the targets who save vs an effect, unless the effect is damage in which case they are left targeted but flagged for half damage if appropriate, then removed after the damage is rolled. Essential for area of effect spells.
With no extensions: works correctly. "banishment" removes targets that saved. "fireball" deals full damage to those that failed, half to those that succeed, then removes those that succeeded.
With BCEG as the only extension: "Fireball" correctly applies half damage to those that succeed. But in both test cases, targets are not removed at all, and "banishment" effect, if clicked on, hits targets that failed as well as succeeded.
To make this easier to test, give one target SAVE: 20 and another one SAVE: -20
This has been reported, thank you for the report. Fix should be going out today.
Version Update: v5.46
* Fixed: Success saves not removing targeting with MULI option
Is there a way to remove an effect if the creature gets a condition? For instance, a raging barbarian, if he gets Incapacitated (or unconscious, that gives the former), he loses rage (so I need the effect to be removed). I'm having trouble writting this.
Out of curiosity, has the OBSCURED condition stopped working for anyone else? It no longer applies advantage or disadvantage to creatures with the effect, and it does have a specified type of obscuring.
Attachment 64378
Hard to tell in your picture who is where attacking what.
But if both can’t see it’s no dis atk or adv attack. It’s a straight roll.
Is there a way to simulate a condition stacking using BCEG, a la how Exhaustion works (i.e., add it once: “Exhaustion: 1”, add it once more, it changes to: “Exhaustion 2”.
Note, I’m not looking for exhaustion, I’m looking to auto-track a new condition that also stacks—and stacks way more than 6 times, so simply dealing with seeing it repeat multiple times on the effects tab of the CT isn’t desirable when it’s there 14-to-20 times.
Currently I’m slowly painfully peeling back how rhagelstrom’s separate Exhaustion extension works (as my prior attempts to add an additional “health” bar to track this condition as an extension produced no fruit), buuut even that hasn’t been going so well (I have only a moderate understanding of Python).
This post is more of a… desperate attempt, as I believe I read somewhere that rhagelstrom’s Exhaustion used to be a part of BCE, but was split into its own thing—which I assume means the previously included effects syntax required to stack bundles of effects (e.g., a prior effect has the capability to recognize another instance of itself, then replace both itself and its fellow instances with the appropriate version based on the sum of total instances) was removed. I love being wrong when it makes my life (or the world) easier though!
Hello community...
posted this a couple places on Discord and havent been able to figure it out. Reposting here......
=============================================
Hello community -- I am having trouble getting an effect to work. Its using Better Combat Effects Gold, but I am having trouble getting an answer on the Grim Press discord. So putting it here to see if anyone has a suggestion....
Here is my scenario.
I'm creating an effect for a PC. It is specifically for Divine Smite, but could be used in other scenarios. What it should do is this:
1) apply appropriate damage modifiers to the PC (Self) on its next damage roll
2) when the PC rolls damage, apply a custom effect to the target that expires when the turn is passed
(#2 could be applying any effect, but in this case it is a applying an AURA from Auras Visualized that would expire at the start of any actors turn)
I can get the individual parts of this to work, but not when its all put together.
So, for example, if I just want the PC effect to place the aura on the target next damage roll, it works fine. It applies the custom effect "Aura Vis Divine Smite" to the target.
But if I try to include the actual divine smite damage modifiers to the effect, the SDMGADDT piece just doesn't fire at all. I've tried several different arrangements/orders/etc. It just wont put the custom effect on the target.
Is this some sort of weird limitation, or am I coding this wrong?
Attachment 64452
Replied in Discord here.
https://discord.com/channels/2745828...87293721870356
Returning to the topic of Weapon Mastery implementation, I'm curious if there would be a way to link up the extension with the Mastery checkbox that's part of the Actions tab's Weapon settings (see attached image), in addition to connecting to the Inventory Weapon settings, so the system can take into account specific weapons having their Masteries usable, rather than just having all weapons of selected Masteries.
For instance when it checks if
Then it would check whether a weapon that's being used has its mastery box checked; if it doesn't have it, then nothing happens. I'm not super knowledgeable of if it's possible with the way code works in FG, just thought I'd ask (and apologize if it already has).Code:Weapon Mastery: Sap; IF: MASTERY(sap); ATKHADDT: Sapped
Attachment 64468
That checkbox is a really bad way to track it, it's not displayed well, there is no limiting feature to it.
How this works:
1)Effect applied or not (normal for any effect)
2)Check to see if the weapon properties itself has the weapon mastery. (not the one in the action tab)
3)Checks to make sure you have the correct weapon mastery (the one in the abilities tab)
So all you need to do is change out the effects if you want to track your currently "equipped" masteries.
After a long rest you can change your masteries how you see fit. At this time you would remove the effect and apply the new mastery effect.
Example, you have a total of 2 masteries you can have "equipped" or "known" at any one time.
Say you want VEX and NICK.
You "equip" or apply those 2 effects only.
Then after a long rest, you want to swap out NICK for SAP.
You remove the NICK effect and apply the SAP effect.
We are working on changing the coding so instead of your abilities tab having all the weapon mastery features needed to be listed there as "Weapon Mastery: Sap" "Weapon Mastery: Grazed" etc. You would simply just have the "Weapon Mastery" feature, and it would complete that check for check #2 on the list.
But at this time it's not a major issue, just something we are working on.
Hello! I am trying to automate Topple in a different way but it doesn't want to work for me. I'm trying to put the effect on the quarterstaff with with only BCEG and Advanced Effects loaded I can get the save to trigger on a damage roll but failure doesn't apply the prone condition. Let me know what needs to change, if anything. I used the Mace of Smiting as an example.
Thanks!
Attachment 64593
This effect coding is working for me. However, the action only part is not working for the SAVEADD part.
This would be an issue with Advanced Effects and not BCEG. (both done by the same author though). Not sure when a fix can be put out for this as the author has been very busy, however, I just wanted you to know this is an issue with Advanced Effects not correctly handling the SAVEADD from a secondary effect rolling from the attack when using ACTION ONLY.
If you don't use ACTION ONLY this works correctly.
Good news is this helped me check another ext that does something like ACTION ONLY and found a bug in it or at least an oversight. So that is helpful too.
New update to Generic Actions and Generic Actions Layers will add this fix to work correctly in that.
To get this to work with GA and BCEG and Equipped Effects, you need to create a custom effect in the custom effect list with the - symbol in front of it. Example.
"Quarterstaff of Topple" would be the name of the item.
Make sure you have the correct settings on Equipped Effects to apply matching effects and make sure you have the correct settings on in GA that use the "Limit CT effects from applying to attack/damage rolls special name prefix..." set to on.Code:-Quarterstaff of Topple; SAVEONDMGT: 8,[PRF],[STR] CON; SAVEADD: Prone
I expect the update to be out Monday.
Try also putting the SAVEADD: Prone to the left of the SAVEONDMGT. Sometimes that fixes it
@Farratto and @MRDDT Thanks to both of you for solving this! I'll test it later on.
I have an error with only Kingdoms & Warfare and Better Combat Effects Gold loaded. Healing effects (potions and scrolls) don't land, and this error is displayed:
Script execution error: [string "..erCombatEffectsGold:...tion_heal5e_bce.lua"]: 138: attempt to perform arithmetic on local 'nPercent' (a nil value)
Healing works normally with K&W loaded, or with BCEG loaded, but the two don't get along. Posting this in both forums.
Sorry if this has been asked and answered, I tried to search for the info. I am looking to automate Ancestral Protectors.
"While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends."
I am struggling with the syntax. If anyone has some suggestions I would be grateful for any insight.
Here's the effect coding that I've been using:
Effect 1: Ancestral Protectors; DISATK, [Targets], [1 RND]
Effect 2: Ancestral Protectors; GRANTADVATK; NOTE: Shift-drag to target, [Self], [1 RND]
Effect 3: Ancestral Protectors; RESIST: all, [Targets], [1 RND], [SRS]
Here's how to use them:
After a hit, the Barbarian adds Effect 1 and Shift-drags Effect 2 to the target. Effect 1 gives the target DIS on all attacks, and Effect 2 negates that DIS against the Barbarian. Effect 3 is the effect to apply RESIST: all as needed.
I'd be happy to hear if there's a better way to do this. It has been confusing for my Barbarian player at times.
That is fairly elegant. Thank you!
I went the following way which is fully automated:
Effect for the Bararian:
DUSE and AST
Ancestral Protectors; ATKHADDT: FocusOnMe
Two effects:
1 rnd RS and Bob is name of the barbarian
FocusOnMe; IFT: NAME(!Bob); DISATK; ATKHADDT: HalfDMG
0 rnds RTS
HalfDMG; RESIST: all; DMGRT