See updates
https://forge.fantasygrounds.com/shop/items/2845/view
Hello
Upcast is working:
https://forge.fantasygrounds.com/shop/items/2861/view :-)
Hello
Smite Alert is part of this Extension: https://forge.fantasygrounds.com/shop/items/2845/view
Thanks for adding the upcast option (and the Paladin Smite feature to the other .ext). :D
I'm really liking how this does reduce clicks, I think my tables will appreciate this.
One thing that I'm seeing in testing the Cast Button is that now, spells like chromatic orb will roll all associated damage dice and no longer prompts the user to select a damage type. I noticed something similar for toll the dead - on a failed save, the system would roll both damage dice associated with the cantrip.
Is this a known issue/on your radar?
Thanks!
Remove the d12 option on Toll the Dead, the extension knows what dice to roll based on wounds.
Some spells they will have to do manually (i.e. Chromatic Orb)
If you have an ability with check boxes and they check one off it rolls everything as well, no way to do those manually and check one off which is a big issue for some abilities.
Need to find a work around, I hope.
Hello
Yes — at the moment I had to sacrifice support for spells like Prismatic Orb and Prismatic Spray, which use multiple damage types, in order to get upcasting working properly and to make the Use Power button function the way I wanted. The goal was to let people choose between casting normally or using the automated system through the Use Power button.
Right now, any spell that has multiple damage types, or spells that do different kinds of actions — like one button for heal and another for damage — cannot use the Use Power button. For those, you’ll need to use the Cast button instead.
As for Toll the Dead, I may be able to go back in later and tell it to ignore the extra dice. I actually stumbled into that behavior by accident the first time I built it. I didn’t specifically tell the code to handle it that way, but somehow it worked on its own and didn’t seem to care that both dice were present. For now, I would just remove the d12 from that setup.
So at the moment, for spells that have two different features — like heal and damage, or multiple damage types — the Cast button is the one you need to use. Trying to make all of that work with pop-ups and automation became a real pain, so I chose to sacrifice support for those more limited spell cases in order to get the bigger features working correctly.
I may come back and revisit it later, but I spent a lot of time on this already and I’m pretty burned out from working on that extension right now. I’ll look into it again down the road.
I'm trying to get the Paladin smite function to work. I'm using a 'clean' campaign with just this extension and the Savage Attacker extension and nothing seems to pop up when there is a hit (there are spell slots available for the Paladin). Is there something else that needs to be done other than having a paladin with the Divine Smite ability? I'm sure I'm probably just missing something. Thanks!!
Hi - thanks for the reply. I had just purchased the Savage Attacker and the Cast Button extensions and am playing around with them. The Savage Attacker works fine and I'm just trying to figure out what this does for Smite (and swap initiative also) and how to use it. The documentation states:
"Paladin Smite Flow: This update adds automatic Paladin Smite tracking to the Combat Tracker. When a character with the Paladin’s Smite feature is added to the tracker, the extension automatically adds a Paladin smite effect and sets it to ON. On a melee hit, the extension sends a smite reminder in chat. When Divine Smite is applied through the normal effect workflow, Paladin smite automatically changes from ON to SKIP, then resets back to ON at the start of that character’s next turn."
I'm not seeing any tag nor chat reminder. I'm wondering if I'm doing anything incorrectly or how to get this to work. Thanks!
Hello
You are welcome :-)
This video will explain, sorry if it is not a good video. I just woke up. :-)
Video: https://www.youtube.com/watch?v=75bRC1BhpeI
I've bought most of the Bethica modules but saddened that the Players Module is for 2024 only... the players were looking forward to trying some of the races/subclasses out....(And I was so excited some of the new releases that I failed to catch some of them were 2024 only as well LOL stupid me -- I wrote it off mentally as a donation!) Keep up the great work tho!!!
Awe, sorry about that. I switched everything over when D&D 2024 came out. I really apologize for the inconvenience.
As for the races, I didn’t change them very much. The subraces are now called ancestries. I’m still working on adding more of them. The subclasses didn’t really change at all. The main adjustment was moving the ability score modifiers from the subraces to the backgrounds.
When trying to use tho in 2014 (which there are still a LOT of people still using) -- it opens up, but as a new subrace, or new background or new ancestry -- which are all blank. *shrugs* ah well.....
I was looking hopeful to a bunch of your recent extensions but, in the future, will just know not to buy your extensions as they will be 2024 only.... good stuff for the 2024 folks tho!
Just purchased this extension. I'm not getting any upcasting options and it doesn't recognize that warlocks cast spells at their highest spell slot available.
Not sure if this affects you but it looks like there's going to be a pretty big ruleset update coming out soon: https://www.fantasygrounds.com/forum...read.php?86951.
I didn't notice the upcasting box before my last post. My bad. There is an interaction with Eldritch blast that is a little funky. Upon reaching level 5 the cantrip gets two beams yet the extension just rolls the damage twice and adds the charisma mod once. Each beam gets a separate attack roll and damage roll. This spell needs to be done manually also. Keep up the good work.
To be fair, the Spell extension has a lot of quirks that make it not viable as is, at least for our tables due to the following issues:
- Powers that have checkboxes for uses get triggered when marking a box, and some of those have so many options that it is not feasible to use the automation, but you can't opt out of those and track uses due to the checkboxes triggering it.
- It has been difficult for players to remember which of their spells can work and which can't which let to a lot of "undo" work for me, so not worth the headache.
- A lot of small quirks, like warlock, eldritch blast, etc. I understand the reasoning for tying the automation to the use power button, but I don't think it is a viable option for all players.
Perhaps the new effect changes that are coming will help with recoding this module, I understand the author has put a ton of work into it to get it to where it is, but honestly the old way it was working where you had to label the effects that got used made it much more customizable for the special situations other than the all or nothing approach.
Just my two coppers... but keep up the great work, I use all your other extensions.
Hello
Thank you, I thought Eldritch Blast was excluded, I guess not. Sorry about that. I added this to the forge as a bug to be fixed.
There is currently a bug affecting Eldritch Blast where the automated Cantrip damage feature rolls extra dice when it should not. We are aware of the issue and will be working on a fix.
Temporary Workaround:
While the spell is on your Actions tab, remove “Evocation” from the School field. This will prevent the system from triggering the extra dice.
Why this works:
We added support for custom features that are not actual spell effects. However, because cantrips are level 0, the system treats them like standard spells and checks the School field for data. If no data is present in that field, the system treats the action as something other than a cantrip and does not apply the extra damage dice.
Warren
Hi Warren --
Not sure if this is the right place to ask this....where did your Token Swap extension go? Could have sworn there was one in the Forge I was going to try out...and now I can't find it?
Very excited to see what can be done with your Universal Reroll extension. Any chance you'll implement a way for rerolls to automatically apply to failed rolls without a minimum threshold, IE Fighter's Indomitable or the Boon of Combat Prowess' Peerless Aim?
I looked it up:
Indomitable triggers after you fail a saving throw. You reroll that save, add a bonus equal to your Fighter level, and must use the new roll. At Fighter 9 you get 1 use per Long Rest, at 13 you get 2, and at 17 you get 3.
Peerless Aim is not a reroll. When you miss with an attack roll, you can hit instead. There is no new d20 roll. You just convert the miss into a hit. After you use it, you can’t use it again until the start of your next turn.
This would go into the Savage Attacker extension, since it is built for pop-up logic. Give me a few days or so. I will add it there.
Warren
Hey there!
Which extension did it conflict with? I use several extensions and haven't seen any conflicting behavior out of Token Image Swap, but it would be good to know which extensions to watch out for.
Also - have you seen this thread yet?
https://www.fantasygrounds.com/forum...nges-(2026-04)
I haven't yet tested Token Image Swap in the TEST channel with this update. Given that this extension is effects-based, worth taking a look.
Thanks!
Hello
Thanks for the update. I just fixed a few broken extensions I have access to. Guess there will be more.
This extension uses part of Token Swap's Lua code. I am sure there will be conflict. https://forge.fantasygrounds.com/shop/items/2870/view
Found an issue with the Life Drain extension after the latest overhaul; whenever a character has an effect that increases an ability score (ie WIS: 2), the value on their character sheet is changed to represent that bonus, but the effect is still active, effectively doubling the bonus.
For example, my cleric has a Wisdom of 18 which is increased by 2 with an item (aka WIS: 2). This changes the value on the character sheet to be 20, but they effectively have a score of 22 for their spell attack rolls and save DCs.
FYI the link to the shops extension on World of Bethica Adventure's Guide forge page is point to DMG. This is moved to forge.
Another issue I've run into is that, at least for the NPC sheets, the maxhp/steal/hsteal/stealtemp/etc. tags don't seem to get processed. Something to do with the new update? Even with no other extensions loaded it doesn't function.
Attachment 67360
Question for anyone who has Mad Nomads spell caster helper and WOB spell casting automation. How do the 2 compare, are they essentially the same functionality?
Hello
I will check the highlight, but that is legacy code. If the attack or save is tagged with Life Drain, it will automatically reduce max HP. If you want to steal. Add the effect DRAIN: Life (F) = Full steal/heal or DRAIN: Life (H) = Half Steal/heal.
Video: https://www.youtube.com/watch?v=rCMAC_RrPHU
Thanks, actually, I am doing a major update to the manual. Once all this extension fixes it done, I hope to focus more on it.
Site Link: https://worldofbethica.com/explore-bethica
My problem is that I want to simulate a life steal effect outside of the wraith/wight/vampire Life Drain/Bite. I have a custom creature, a hill troll, which has a bite attack that gives it temporary hit points;
With this extension, I cannot simulate this. I also cannot simulate the Vampiric Touch spell's life drain, and the Sword of Life Stealing code I made to simulate the 5.5e mechanics (with the Theogeek's Nat20 Extension);Code:Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing,stealtemp damage.
Would it be possible to reincorporate the legacy code on top of the new Drain effect based coding?Code:Life Stealing; IFT: !TYPE(construct, undead); DMG: 15 necrotic,stealtemp,nat20