right, excellent point! forgot about ID vs non-ID.
and agree if it's ID'd then they can monkey away, if not then they cannot see
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How about giving the choice to the DM? If the DM wants the player's to see the effects, then add an item in the options menu that would allow that. Default would be no, but the DM could change it to yes later on. Another option on the option menu suggestion is to add a choice for show ID'd effects. I picture the option menu line would be "Show Item Effects" with the choices "No (default), Yes, ID'd Only" My suggestion would add this line under the Game (GM) submenu of the option items.
That is a good idea. I'll look and see if I can do that without impacting to much other stuff. Any time I have to add/adjust other parts it means I have to make changes to code elsewhere that other parts of the ruleset or mods use. If it's something I can do w/o impacting much (which I think I might can) I'll just add the option. I'm a big fan of Campaign Settings.
So, I've been rolling this around in my brain trying to figure out the purpose of this sorta effect. If the player has a intelligence that gives them +2 wouldn't it automatically be applied already if you rolled a "History" check?
I'm not entirely sure I'll be making a change that will allow this. I've not had the chance to dig deeply (holidays have taken more toll of my time than expected) but if I am right the effect will need to come from the character and that causes all kinds of problems since I use "source" of the effect to track a lot of things and changing that to PC breaks several parts of the code. The only real solution is to have another "source" type value on each effect which im not entirely sure I want to do either. I'll have to see where it gets the source from and see if I can change the test there w/o breaking to much else.
Preliminary testing v2.2 with this change and seems all is well. Campaign setting for "PC: Adv Effect Edit" added. It allows them to "Edit" items in they are in a character sheet, the item is ID'd and you've allowed pc's to edit effects.
If I don't find anything wrong with my local testing I'll post the update tomorrow.
Update 2.2: Add option in Campaign settings to allow Players to edit effects on items in inventory if ID'd if enabled.
If the campaign uses item ID and the item is ID'd and the items is on a character and "PC: Adv. Effect Edit" is enabled the player will be able to edit the effects on the item.
Reminder, equip/unequip the item!
Just found this extension and have been trying to get it working to make some magic items that modify ability scores when equipped but can't seem to get it working. I made a test "Belt of Incredible Dexterity" which is set in the Adv. Effect section to [DEX: 2;] and it does not seem to be adjusting the ability score. I've tried to /save the campaign and reload it, unequip/equip the item, delete the item and re-add it to the PC's inventory; still no dice. :(
Any ideas on what I'm missing?
EDIT: Nevermind... :) Figured out that it adds the effect to the combat tracker automatically and modifies the score when a dice roll uses that score. Ability score of 18 with a normal +4 results in a +5 being applied to the rolls as if the score was a 20. Nice work!
I've been trying out this extension and its pretty amazing :D good job!!!
So after a few successes implementing some items / abilities, I was trying to build the Periapt of Wound Closure to apply the Stable effect when the player reaches 0 HP. First I tried using the following:
but it after adding the PC to the CT and the after the player reached 0HP (Dying) the effect disappeared and was replaced by Unconscious. After asking around I found out Dying is not a word FG recognizes so it could be that.Quote:
IF: Dying;Stable
After I tried using the condition Unconscious to trigger the effect so I have something like this~
but again this got removed from the effects and replaced by Unconscious effect.Quote:
IF:Unconscious;Stable
Is this the standard behavior or a bug?
thank you for the help ^^
Have you tried this manually by applying the effect in the CT by hand to test? This might not even be supported with "effects" at all. If not then this extension wouldn't support it either. There are some limits to the extension currently, specifically if it requires applying by a person (which won't happen) but otherwise if you can get it to work by hand it "should" work in the extension outside of that one issue.
If I apply the effect Stable, FG stops rolling death saves so it does work. Other effects that I have currently on items don't disappear like this one.
not my experience. The effect is removed and I got the death rolls. wierd
Whether you get Death save will depend on whether you have the automatic death saving throws set to on or off.
My testing shows that the effect as noted doesn't work. In fact it would appear that the effect is removed as soon as the PC takes any damage at all, never mind enough to make her lose all her hit points. If I create a silly effect such as IF: Unconscious;DMG: 1d4 the effects persists even after death.
So as noted in our discussion on Discord, Wheels, this is not one that you are going to be able to apply in any other way than manually.
yea seems so. Just wanted to make sure that this was not some kind of bug :)
thank you all for the help
I added this to a mace, but it does not work :(
IFT: TYPE(undead); DMG: 1d6 radiant
Is there a way to add a requirement for a character level or half character level in order for an effect to work or better yet, a custom variable as a conditional value? Basically I want to make it so an effect of an item is not available until conditions are met (i.e Level being 6 or Half level being 3).
Thanks a lot for this extension, just discovered it after so many sessions, it will make the life of my player way easier (boot with cold resist etc.)
PS : Just a quick question, for Amulet of Health, how would you proceed to make it work the best ? only adding the effect : "CON: 4" to have the +4 applying to con save and so on ? any way to have it changing the hit points as well ? thanks !
For the CON 19 all you can do is add in the effect CON(19-ability score). So if the PCs CON is 16 then CON: 3. There isn't an effect which increases or decreases hit points, and since the CON effect only changes the bonus and not the actual ability score (and since changing the ability score doesn't change the hp anyway) all you can do is change the hp manually. This does mean recomputing hp if/when the PC removes the amulet as well.
Vote for adding a modifier to max HP here: https://fg2app.idea.informer.com/proj/?ia=115879 Which will help in this situation (it won't apply it automatically, but it will allow you to adjust Max HP based off temporary changes).
Thanks both for the efficient answer ! I'll do just that ! Already a bless to have that extension, makes my life easier (hellish resistance, dwarven resilience, all the magic items...)
Hey Celestian. Your extention is awesome. Been using it for several weeks. I did notice those that the Reaction checkbox within the Combat Tracker is now gone. I have tested this out with a test campaign and the checkbox goes missing only with your extention. I'm I using and old version? Any help would be appreciated.
Hotline
The checkbox is still there.
The extenson uses Initiative instead of Init which causes the word to overlap the checkbox.
Woops, ill see about a work around to remove that erroneous text. Still out traveling for my day job so will be a while.
Celestian, you are one of many reasons why this community rocks. You share, what took personal time and effort, an enhancement to a great gaming system. You improve on it after it is done, and when a fellow user brings up a minor issue of a simple check box, your on top of it. You the Man Celestian. DILLY DILLY GOOD MAN! DILLY DILLY!!
I wonder if there is a way to integrate this and Rob2e's new item effect codings, which are currently spells you would put into an "item" category on the actions tab. https://www.dmsguild.com/product/231...-Package-ITEMS
edit: actually now that I think about it if this uses the same syntax as spell effect coding I guess I could just copy the code from the spell items into normal items using this. I may try that at some point, not like I'd need to convert everything, just the things my players would use or come across at the time.
Dilly Dilly
I tried to add this but do not see it in my list of extensions inside the Extensions folder. I have restarted FG and checked for updates, but nothing. Please advise.
Attachment 22284
IT's the first one.
https://i.imgur.com/IUYkqbV.png
I really want to use this extension, but I cannot get the ActionOnly option to work. No matter how I try, I cannot get my Effect Features to match Celestian's screen caps. I've tried multiple ways to enter the information to no avail.
Any variation I can think of, the combat tracker shows the ActionOnly flag, which his screen cap does not. And it doesn't include the effect.
Can someone tell me what I'm doing wrong?
To duplicate his screenshot example, if I wanted to add a 1d4 to the attack roll on a weapon, what would I type into the popup window for the effect?
I know this should be simple, but I'll be darned if I can figure out what I'm doing wrong!
PS I have the extension enabled and it seems to partially work since it applies the effect if I add the item and removes the effect if I delete the item from inventory. I just can't get the ActionOnly portion to work. ><
Might seem odd since the option is under "duration" but since the "duration" is action only... maybe this will help.
https://i.imgur.com/lHKbrTT.png
Can you get it to show "ActionOnly" (I gathered you couldn't) or did that work but the effect didn't?
OMG... I never would have figured the checkbox out. I spent almost 2 hours on this before I gave up and posted. (Yes, I'm stubborn.)
Thank you so much for your prompt response and the awesome extension!
To answer your question, I tried manually adding ActionOnly various ways and never could get it to work.
PS Is the checkbox documented in this thread somewhere? If not, you might want to make it part of the OP so others don't have my issue.
So there used to be a mouse over/tooltip but I musta misplaced it when I created the extension. I've added a label and tooltip to the new version that looks like this... I'll upload the newer version probably tomorrow.
https://i.imgur.com/SMWVsTq.png
I thank you on behalf of all the future "I can figure this out on my own!" type ppl that want to use this extension.
Update 2.4:
added header titles for duration items (dice/mod/visibility/actiononly) and tooltips.
https://i.imgur.com/NXqGzXP.png