As of a recent update, I believe it does now. Thank you!
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Hi, someone have a list made of what command you use for your game as a DM?
regards
It does it again.
If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.
Minor bug fix update 1.6:
Fixed Apply effect which replaces ability score from power while using Mad Nomads Character Sheet Effects Display was not working properly
Fixed Ongoing saves were not respecting disabled
Removed There was some hidden file cruft in pervious versions which shouldn't have been there
Unfortunately I can't reproduce this error. When I "Return to Launcher" the extension is listed. I did remove a couple of hidden files that seemed so sneak their way into the previous versions, perhaps that was the cause?
I don't have a full list of codings for RAW stuff. I have thought about doing that but haven't gotten around to it. I have included some that I use in the instructions as examples.
I was wondering if you have plans to add a command to handle actions that only happen once a turn, like sneak attack or favored foe for ranges in TCE?
This has some really cool features. I am looking forward to using it.
Thanks!
This extension already handles that
https://www.dmsguild.com/product/312...-Based-Effects
I'm of the other thought. I don't care how many EXTs I'm using really, I just want them to do what they should do and limiting in scope. Make another EXT that does the other thing instead of adding it into the same EXT. Because the problem is if you do not like 1 item in an EXT, you might not be able to use the whole EXT.
Also they have way more conflicts that way and harder to tract down which is what if you have a few exts doing a ton of diff stuff.
Also I kinda like when people sell things on the DMsGuild instead of just posting it for free on the forums (WHAT? I know listen). Because then it's updated more, its also easier to keep track and they more likely to work with other EXT makers to limit conflicts.
Fair.
I figure that onturn action is in alignment with the general purpose of this ext and it is not a reach to included it in the whole. Including it does not require usage. I don't use parts of this one now. Options are good.
I also agree with paying. Updates are good and it the singular point of failure of the free system.
There's a balancing act for sure. Extension fragmentation comes with downsides, some of which can be more easily mitigated than others. This first is that extensions require manual updating, so more extensions means more work for end users to keep em up to date. The second is that of common infrastructure: related features often use the same code under the hood, so fragmenting the features into distinct extensions requires duplicating that code as well as increasing its complexity so that it doesn't interfere with itself in each fragment. This third is that while each extension on its own may be simpler and less likely to conflict, more extensions means more work to identify where the conflict is coming from.
As for free vs paid... On behalf of myself and many of the free extension developers here on the forums, I'm so very sorry that clearly we have misunderstood the arrangement. I for one will be sure to be less responsive on updates, as is expected of me :p (completely joking of course). In all seriousness, I have absolutely no ill will toward those who wish to be paid for their hard work. And I admit it does sting at least a bit that it is assumed I, or any developer, would be less serious about my work because I have decided I would like to share it as a gift to the community.
I don't think they were really meaning that any of the folks, quite a few of who also produce paid extensions, have any less integrity or dedication. And just because you paid for an extension once, does not actually obligate the developer to endlessly update it every time there's a change or a conflict with another extension (there are several paid\non-paid where people have just walked away because of their own interests\time commitments\et al). There is a slight incentive for those who produce paid extensions to do those updates\fixes, though, if they wish to have additional sales.
With that said, I really appreciate what everyone does to make the sessions I run easier, more fluid, and less hassle for me doing things during the session so I can concentrate on the players instead of the medium.
Again, great points. I think the free community here is very good and very responsive (present company included!) but I do see the pay side having the addition drivers keeping them current. There have been a few ext that have just drifted away and that sucks when you get invested into them (I am looking at you RFIA+).
The exhaustion works great so far. Any chance to add the following to Exhaustion 1 & 3 so the effects show on the character sheet? Love your work by the way.
EXHAUSTION 1
DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma
EXHAUSTION 3
DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma
I could but I'd have to add all that to the effect in the combat tracker and it would get a bit verbose. This might be something better for Mad Nomad's extension as it would be cleaner and he could process/calculate the exhaustion level and make the adjustments there.
Following on that thought, he could do the same for any of the other conditions if present, I don't know maybe he does already.
Thanks for this awesome extension! They adds so many nice optimizations to so many spells/abilities! :D
Version update 1.7
Fixed issue where extension was disappearing when returning to launcher
Fixed Not applying conditional statements (IF / IFT)
Fixed Not respecting deactivated status of effect
I had a major oversight in not checking the conditionals which is now corrected. Correcting this made me touch about every part of the code so this is a pretty big code change. I think I have it all working but let me know if you see an issue
A few things to note:
If exhaustion is deactivated, it will not sum when another level is added and it also will not decrement on long rest.
If you use conditionals with the tags SDMGADDS/SDMGADDT/TDMGADDS/TDMGADDT the source (IF) is always the actor applying the effect
Next focus will be supporting additional rulesets
Thanks for the hard work!
I tested it and it looks like the IF is now respected but the SAVEDMG is acting strange. It rolls the save then does this:
[DAMAGE] FROMAURA [TYPE: untyped (=0)]
Damage [0] -> [to test]
I am using your:
Moonbeam; SAVEOS: CON 14 (H)(M); SAVEDMG: 2d10 radiant
and the Auras ext,
Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant
I also gave the Web code a try...it is rolling DIS for the save and no matter the result removing the effect.
[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 15]
Save [6][vs. DC 14] -> [for test] [FAILURE]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on test]
[SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 20]
Save [25][vs. DC 14] -> [for Adult Brass Dragon] [SUCCESS]
Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on Adult Brass Dragon]
Code:
Web; Restrained; SAVES: DEX 14
No worries. Glad to help.
Version Update 1.8
Fixed issue with SAVEDMG not working correctly
Fixed. I originally had a different approach to solving the issue and when I went back through must have missed this one
Working as intended with the ruleset. Restrained grants DIS on Dex Saves
Still have a SAVEDMG issue:
[SAVE] constitution Ongoing Effect [CON DC 14] [MAGIC] [HALF ON SAVE]
Save [11][vs. DC 14] -> [for test] [FAILURE]
[DAMAGE] Ongoing Effect [TYPE: untyped (=0)]
Damage [0] -> [to test]
Code:
SAVEOS: CON 14 (H)(M) SAVEDMG: 2d10 radiant
Also, The restraint should not be applied until after the save?
So the DIS would be applied to saves after I failed this save not before? Maybe I am using your code incorrectly? Does this code assume they failed the first time and then this is applied to manage future rolls?Quote:
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
Code:
Web; Restrained; SAVES: DEX 15 (M)(C)
There was an issue. It worked sometimes but that depended on what the rolls were. I fixed them and the extension is back up.
The way it should work is you are restrained so you roll a dex save with disadvantage. On fail you are still restrained and on success the effect is removed.
I had some thinking on this and had to read this a couple of times, but here are some additional thoughts.
The Web effect above is thought to be like a current spell. It is set up as a power, there is a save DC that rolls the dice and on the failed save the web is applied. The web is ongoing so as long as you are stuck in it, you make a save, in this case at the beginning of your turn at disadvantage, to see if you are out. BCE automates the ongoing saves as vanilla FGU you need to do it yourself
Now there is a use case, and I have this in a dev branch as SAVEA, to automate the initial save to apply the web effect. The use case is a web aura, or maybe some sort of home-brew tar ooze. Of course none of this is RAW 5E. So it would look something like this:
WebAura; AURA: 5 all; IF: FACTION(notself); SAVEA: DEX 15; Restrained; SAVES: DEX 15 (M)
The above would roll a regular Dex save at DC 15 to see if the aura is applied and then on failed save would roll a DC 15 Dex at the start of your turns at disadvantage because of restrained.
There is a few things to work out yet. My thoughts are to make Better Combat Effects (BCE) is working properly, add additional rulesets, and then deal with it. bmos doesn't play 5e, so expanding the rulesets for BCE will help to get buy-in.
Hopefully that helps to clarify.
I would use the SAVEA when it is ready. In my games, the players would cast the spell and I put out a token that uses auras to manage the combat field. If anyone gets in the web it takes care of the saves for me. I recognize this is not how many might do it.
Thanks for the detalis.
i try to find this one in the thread, but no chance, it is possible to code this one?
''The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken''
thanks
I just got back from the long weekend. I'm retesting everything before I push anything out but I'll take a look.
Assuming the save is ongoing with SAVEDMG you also use Constitutional Amendments extension and use the max damage type from that extension I think it should just do. If it is a save you are doing from a power, then Constitutional Amendments alone will handle this.
Perfect! thanks for your quick reply.
Version Update 1.9 - Minor fixes and some cleanup. If 1.8 is working for you then you probably don't need to update.
Added automatic NPC save calculation when using [SDC]
Fixed issue where untyped damaged would be output to the chat window when effect was incorrectly coded.
I also have a dev branch that supports 3.5E/Pathfinder1E on Github. I don't play that ruleset so I'm kind of curious if it is useful or if I should just stick with 5E. Also wondering about 4E interest. The saves in 4E are quite a bit different so unless there is interest I'm not sure it is worth my time.
Thanks. I fixed this issue