Is it possible to add an effect upon removal? For example, removal of Barbarian rage should impose the FATIGUED condition. I have rage set to 'EXPIREADD: Fatigued but if the player ends Rage before all rounds go by, they should still be fatigued.
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Is it possible to add an effect upon removal? For example, removal of Barbarian rage should impose the FATIGUED condition. I have rage set to 'EXPIREADD: Fatigued but if the player ends Rage before all rounds go by, they should still be fatigued.
I don't know what EXPIREADD is. It isn't a thing supported by this extension.
It is from Better Combat Effects. just FYI
It's working now. I just had to close/reopen FGU. Thanks all.
I am looking for a way to "Stack" 1 round durations together and have only 1 of the stacked items subtract each round.
Several combat maneuvers have an effect that lasts x rounds + 1 rnd per 5 you rolled greater than the CMD of the opponent and if you do the same effect next round the duration stacks...
BMOS's Hit Margins adds hit/miss by +5, +10... to the chat, so I would like to be able to apply the extra duration to an effect without the DM having to do it or the player having to edit the "spell" before applying it or without adding several of the same effect to the spell, each with different durations.
I know there are other things that add to something's duration if it already exists on the target and this could work there as well.
example:
DUR: sickened [D:1rnd]
when applied 3 times (3. sickened [D:1r]) it acts like your MULTI or STACK except that each round, the number goes down by 1
any chance that would be something that could be added?
This is how it can be done by the player manually removing the "counter" each round: Attachment 58803 (I removed the 1 rnd duration for the conditions)
I'm not doing any active development on this extension at this time. If anyone wants to tackle adding this feature to the extension you have my full blessing and support. I'll even take your changes and integrate them into the codebase, and push it to the forge. I just don't have any interest in making these changes myself at this time. It almost sounds to me like this is an extension that could/should be folded into one of bmos' extensions?
Hello,
I am not sure if this mod is still being updated or not, but seems as of last patch the Remove Effects mod is broken. Effects are no longer removed, instead it adds it as an effect. Example: STR: 4; REMOVE: STR: 4 -- adds the REMOVE: STR: 4 as an effect. Seems to be affecting mirror image as well, or probably anything with STACK: feature, as instead of 1,2,3 mirror image; it is STACK:mirror image, etc.
I tried this in a fresh campaign with just Mirror image handler and remove effects tag mods. No errors are generated. I seem to recall this happening sometime ago in the past, probably not same issue, but just letting you know, as this is probably one of my favorite mods, even though I take it for granted, as I really enjoy the REMOVE feature, saves me alot of time from having to remove player effects, or make them only last for so many rounds.
Thanks,
Elaith
- If you need any other details, please let me know.
It looks like something in the most recent FGU updates broke underlying code. This extension has, unfortunately, not been updated in 962 days as of this reply. My campaign just effectively ground to a halt due to extensive reliance on REMOVE for automation.
I have updated this module to work with the latest FG version.
I have uploaded it here.
I'm working on options for getting it onto the forge, but for right now, you can use this one.
You will need to manually download and put it in your extensions folder, replacing the current one.
Thank you!
Thanks a lot, dllewell :)
Hello,
While everything seems to be working, I noticed that it no longer tells you if the effect to be removed is not found. It just posts it in chat like it was removed, even though it was not found. This is usually for the CL/HCL effects, I am trying to word the remove effect correctly to get it off after level up. This is not a crucial ability, more QoL, as the old version had it. If it can be restored great, if not, I can deal with it. I mainly want it, as I am playing with newer players that don't know how to double check effects were removed, and it saves me time.
If anything just letting you know.
Thanks,
Elaith
Correction: I guess it does put the symbol of the removal on successful removes, and does not change it on effects not found. It still would be nice if it said could not found, but again, not a critical issue at all, just having issues removing anything based on levels/base attack bonuses atm if a person levels and the number changes. I thought I was able to find a work around before, but adjusting the remove effect, but guess not. for instance: Power Attack (1-H); ATK: -1 [-QBAB] ,melee; DMG: 2 [QBAB], [QBAB], melee - if they level and gain a base attack bonus, the remove option does not work - which is fine, thats how it worked before, but I sword I was able to change a number and it worked before, like adding an additional -1 to the attack. But that's ok, it is rare enough, that won't bother me to adjust.
Hmm, I'm not seeing this. Can you provide more details on what you are doing that is different from what I am doing? Can you give a specific example of an effect that is not working that I can test with? Thank you.
I have these effects.
Ablative Barrier;RESIST:[HCL] nonlethal and REMOVE:Ablative Barrier;RESIST:[HCL] nonlethal
If I drop the effect on a character and then remove it I get the following information in the chat window.
https://www.fantasygrounds.com/forum...9&d=1770835141
If I drop the remove effect without the effect being on the character then I get the following information in the chat window.
https://www.fantasygrounds.com/forum...0&d=1770835141
Ok, that is weird, it is now working correctly. In fact, even me addusting the HCL to accomidate for the new levels is working. I'm sorry to have wasted your time on that. I spent like 30m, doing all kinds of things, then restarted client for something else, and now it is working. So I'm going to chalk that up to one odd hiccup.
Thanks for checking so quickly. At least now I know I did find a work around before :)
-Elaith
As an Example of what I was trying to do:
Power Attack (1-H); ATK: -1 [-QBAB] ,melee; DMG: 2 [QBAB], [QBAB], melee
REMOVE: Power Attack (1-H); ATK: [-QBAB] ,melee; DMG: [QBAB], [QBAB], melee
This was if someone's BAB had increased, it would normally not remove it, the new code removes it if needed. That was not working before, so odd.
Thanks DLewell. I will work on getting the Forge drop updated with these changes.
Should be available now.
Sorry for the late reply, my table has been on hiatus since the hospitalization of one of our players.
Yes, thank you indeed to all involved here for getting this moving again. A godsend, it and everyone involved.