That are problably a 4e only thing. I am not sure if there is something similar in 5e.
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That are problably a 4e only thing. I am not sure if there is something similar in 5e.
Does Better Combat Effects Gold have all of the functionality included in this extension (Better Combat Effects)?
It has that plus much more.
https://forge.fantasygrounds.com/shop/items/155/view
Version Update: v4.32
* Updated: For 2024 ruleset
* Fixed: SAVE* supplemental effect not being processed if actor moves out of aura before save is resolved
* Fixed: EXPIREADD not working depending on how the effect is removed
FYI, the forge page may need a new color selection: Attachment 62072
PFrpg
I am trying to do an ongoing save for the following:
Specifically the 8th Level effect. I have never been good with the ongoing saves. this is what I have so far but no save roles are happening:Quote:
Bone Lock (Su): With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect.
*At 8th level, the duration is increased to a number of rounds equal to her shaman level, though the target can attempt a save each round to end the effect if its initial saving throw fails.
*At 16th level, the target can no longer attempt a saving throw each round to end the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.
Bone Lock (8); staggered; SAVEE: 10 [WIS] [HCL] CON (R)
What I THINK I am doing:
Bone Lock (8) = Label
staggered = condition (uncoded so essentially another label)
SAVEE: = Force a save at the end of the targeted creatures round
10 [WIS] [HCL] = DC of the save? based off the casters CL (Half) and WIS
CON = Here is my confusion, I want this to be a FORT save vs the above DC but I do not see an option.
(R) = Remove effect if save is successful
How do I tell FG what save to roll?
It essentially does nothing as I go through the rounds
FFS, yeah ok... thx. :::Facepalm:::
In effect Builder, I am not sure who codes the PF1e add on but this is where I got confused: Attachment 62075 The red box doesn't give any save options and as far as I can tell you also can't do 10 [WIS] [HCL], you can only do a number and 1 bracketed choice I believe.
Hello Rhagelstrom,
Looks like I found a small conflict with this extension and lighting, specifically token lights. The other night was the first time I've used lighting since starting to use your extension (which is fantastic by the way!).
When you put a light effect on a character or npc, either on the map or on the combat tracker from either the effects or manually type it (LIGHT: 20 torch, etc.) It works just fine.
However, when you click the "On/Skip/Off" button on the effect line in the combat tracker, it does not turn it off. Instead it keeps adding additional instances of that light. So if you click "on" 8 times, in the lighting menu on the map, you'll see < 8 / 8>. Also, each click increases the lights size. Each of those 8 need to be removed in the Lighting menu individually.
Attachment 62229
It doesn't impact the round counter/ timer. And as long as you don't click the green on button you can still remove the light with the delete button on that effect.
I tested this with a fresh campaign, using Pathfinder first edition. With no other extensions loaded.
Thank you for all your work on this extension!
Rob
I've looked a few times, but i'm not seeing an example of where I add an effect due to a failed save and that effect has x or 1dx duration. I could make a custom effect and add that I think but was wondering if there was some way to do it straight with the code. e.g.
SAVEADD: Unconscious (for 10 rounds). I can get the Unconscious to kick just not the duration for it.
PF1E..
Thanks.
So if I build a custom effect I can almost get it to work. For some reason the tracker won't add items with durations longer than minutes using the DUR...
So DUR:[1d6] works if the effect is set to rnd or min, set it to hours and it refuses to dump in the number.
DUR:[1d6+1d6] works but not [1d6*2]...
Thoughts.
If I recall correctly, the not setting the hr/day is a FG thing
Version Update v4.33
Fixed: DMGA fireing multiple times when used with SAVEA
Fixed: FG locks when SAVEA applied to multiple targets simultaneously
Update: Icon
Update: License
Documentation on the forge is now once again readable
I recently got this error while using better combat effects See picture 1. Picture 2 has the effect string in the combat tracker. The error are thrown each time someone moves within the AURA range. I am using DnD 4e.
Attachment 62754
Attachment 62755
I have also been having this error. It seems to be a result of some interaction between BCE and the aura effects extension, but I can't figure out exactly what just from the error.
Version Update v4.34
Fixed: Saves from effects from non-CT sources e.g. advance effects, now default to source as target
Revert: Backed out delayed updates for ongoing saves
Fixed: 4E error trying to process unsupported save
Already with what I was able to get working because of this module is astonishing, many thanks for it!
Is there any plan to implement a similar function to [SDC] for Pathfinder 1e/3.5? I have a few niche cases where it would be lovely, but I'm content with just manually setting it at this time.
The big perpetrator I have in mind is Touch of Combustion (M-Touch, Ref negates ongoing fire damage), which is accessible to WIS, INT, and CHA classes, making it a minor annoyance to add it to the global spell list if I'm wanting it to have all of the effects to be ready to drag, drop, use. Just threw a version with "SAVES; {Spell Save Dc}" for the time being to forcibly remind myself to edit it for each instance but was curious if a similar [SDC] function was in the pipeline.
Thoroughly enjoy the module and thanks again!
I tried to do that at one point but wasn't' all up on my PF1 rules since I don't play it.
Not sure if anyone else is having this issue, but for me ongoing save effects dont seem to be working in pfrpg, I can copy the same effect making a save and taking damage on fail that works fine in 5e but stops working in pf1e, looks like it's maked in the documentation that it should work in both?
Hello, it looks like this extension is interfering with how healing ability damage works, at least in PFRPG. With only this extension on, an overnight rest triggered from the combat tracker menu (Menu-> Rest -> Overnight Rest) causes 2 points of ability damage per ability to be healed, instead of the correct one per ability with the extension off. Weirdly if the overnight rest is triggered from the character sheet (right click-> Rest -> Overnight Rest) everything works properly.
Version update: v4.35
Fixed: PF1 rest decrementing ability damage twice
Fixed: EXPIREADD for conditionals
Indeed ability damage healing is fixed now, thank you Rhagelstrom!
Hi there!
I have a couple of questions if it isn't too troublesome.
#1 - When using SAVES in PF1. Is it possible to define how to calculate the save? It works fine with manual entry but as save DCs change automatically, the save will also change, leaving whatever number I put there obsolete. *******Just saw this mentioned a page before. Saves in PF1 are as follows - 10 + spell level + ability modifier (Hoping for an update on this one day <3)
#2 - More complex - I'm coding a custom spell which says the following:
They get a +5 bonus to a random attribute based on the d6 result. 1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma.
The bonus decreases by 1 every round at the beginning of the affected ally’s turn.
So far doing the first step is easy - Glittering Ruby; STR: 5; EXPIREADD: Glittering Ruby (I have the change state set to Remove start of turn) - however, is there a way to continue this down a chain? I tried the following based on the thing change state gives but couldn't get it to work - Glittering Ruby; STR: 4; EXPIREADD: Glittering Ruby; [RS] - sadly manually putting in [RS] in a code line doesn't seem to function. Furthermore, I noticed that even with the state change, it will not remove it unless there is a 1 round marker as intended, but is there a way to force remove without it having 1 turn left?
Any help on these 2 queries would be awesome.
1. For PF1 no. I tried to get that to work but I could never get it to work right, mostly because I don't play PF so probably wasn't understanding everything correctly.
2. There isn't a counter than what you are trying to do.
Version Update v4.36
Fixed: Conflict with Advanced Effects
Version update 4.37
Fixed: PFRPG not picking up Advanced Effects that now supports PFRPG
I would like to add a effect when another effect expires.
This works well
Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued
Now I get fatigued when the effect expires, but I want the new effect Fatigued to have a set duration, is that possible?
I did try something like
Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued; DUR: 1d4
But this did not work. Are there any way of doing it?
The only way you can do this is to create a custom effects.
Create: "custom; Fatigued"
Change: Custom effect time length
Change: "Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: custom; Fatigued;"
At present you cannot use a duration based on a roll while using expireadd or its other variants. It simply won't work. You can only create the custom effect and give it a set duration.
Having a bit of an issue, not sure if it's known but I couldn't find reference to it searching the thread. The SDMGADDS (Add effect on dealing damage) only works when dragging damage dice onto a target, not when targetting someone and clicking the damage button. This is a problem not just for efficiency but also some of my players use laptops and don't have mice, and dragging dice is really awkward and unreliable on trackpads. Any help would be really appreciated, and thanks so much for the mod itself!
Just did some testing and noticed that Better Combat Effect somehow prevents "overnight rest" from CT removing spells with duration from character in CT.
Attachment 64499
Hi, I can't seem to find the right words to search all 76 pages of this thread, to see if you have answered it already.
I'm looking at your README, and I understand a fair amount of what you have written.
FOR EG: I know that this stanza applies "Strength Drain"
Shadow; SDMGADDT: Strength Drain
and that this is the definition for "Strength Drain"
Strength Drain; STR: -1d4; STACK; RESTL
But what is not clear to me (and it appears obvious to others), where does this text go ? Does the first one go in the weapon properties ?
It would be nice if you added that to the README, so you can not have to explain this repeated to newbies.
Thanks
Peter
This needs to be on the attacker. It should stay on them as long as the attacks they are doing applies when they do damage. If they are doing an attack that shouldn't apply Strength Drain effect, then turn this off/disable it for that attack.Code:Shadow; SDMGADDT: Strength Drain
This coding needs to go in the custom effect list in the top right of FG VTT.Code:Strength Drain; STR: -1d4; STACK; RESTL
The first code will trigger the second code to be applied to anything that takes damage from that attacker.
I think as of the latest patch 4.8.1, it looks like the (d) value functionality for effects is broken. I've tested a few different (d) variable values and they're not rolling to apply a value anymore.