Yeah, I thought it set the init not set an effect to an init. Thanks for letting me know.
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Yeah, I thought it set the init not set an effect to an init. Thanks for letting me know.
Hi there,
is there a possibility to add to SDC the option, to change this value by roles?
Example: SDC: +1d12;
This would be great for max-chaotic encounters.
Greetings,
-Yawgmath
I was thinking about homebrew, because I like buffing or debuffing Effect with randomness.
I would like to have, that the creature with this effect gets each roll a different DC bonus or malus. I am thinking about an analog case to 'ATK: +1d12;'
I know, that your to-do-list is very long because of the PHB2024, but perhaps you could add my wish to your to-do-list?
I'm trying to create an effect for silvery barbs. I need it to apply advantage to the next ability roll, saving throw, or attack. I have this effect set to expire on next action. ADVATK; ADVSAV. I just cant figure out how to apply advantage to an ability roll. Can't seem to find the right modifier for ability rolls
This is probably being caused by a conflict in my extensions, but before I go fiddling with that I thought I'd check in here to make sure I'm not doing something stupid.
I'm trying to give an NPC an effect that, when they make a melee weapon attack, will add 1d4 damage and force the target to make a STR save or be knocked prone. First thing I tried is:
IF: ATK(weapon, melee); DMG: 1d4; SAVEONDMGT: 16 STR; SAVEADD: Prone
I also tried specifying "DMG: 1d4 melee" and moving the IF to just apply to the SAVEONDMGT, but what actually happens is the extra damage gets added, and the save gets rolled, but Prone doesn't get applied on a failed save. Any ideas?
Besides BCEG, I'm also using kentmccullough's Aura Effects, Grimlore's Generic Actions, rhagelstrom's Pets, and Theogeek's Improved Critical, if anyone just knows off the top of their head if there's some sort of conflict that could be causing my issue here.
I suspect your issue is that FGVTT won't recognize a weapon attack on an NPC. As far as it's concerned a claw, bite, and shortsword attack are all the same. It'll work on a PC since they have a defined weapon section but NPCs simple have an action section which could be anything. Your effect will work if you miss out the weapon part in the ATK statement. I'm also unsure if this will work like you think it's going to work anyway. You are testing for an attack but even if no attack is made the damage and subsequent bit will work following any damage done, since all you are looking for is whether the actor has a melee weapon attack available. (In other words you don't have to actually make an attack for this effect to work).
Now having said that this is just from my quick testing. It's entirely possible that I'm missing something about the way this extension works that might work for you.
Interesting!
So from my testing, changing it to just IF: ATK(melee) *does* cause the Prone condition to be added on a failed save. However, like you were saying, it also causes the extra damage to be applied to the NPC's other abilities (spells etc.) that happen to target adjacent creatures.
I do think there's some sort of additional functionality in the extension, though. If I change it to just IF: ATK(weapon), it correctly identifies which NPC actions are weapons and which ones aren't. But it doesn't apply Prone on a failed save.
Something I've noticed is that while you can use UNHEALABLE to prevent *all* healing, it would be useful to be able to specify normal or Temporary Hit Points, since I believe RAW you can still gain Temporary Hit Points in most instances when you are prevented from regaining Hit Points.
After researching all of the prior suggestions on how to code an automated 5e Motivational Speech spell effect and not finding any one that met all of the criteria, I came up with the below combination of three Effects. Some accommodations had to be made, but I think this is the closest I've come to full automation. In my brief testing, these appear to mimic the spell's intended effects. I would love to see if anyone can improve upon what I've done, as I am by no means an expert Effects builder.
1 of 2 Effects to be placed on the spell's recipient(s):
2 of 2 Effects to be placed on the spell's recipient(s):Code:Motivational Speech; TREGENA: 5; ADVSAV: wisdom; IF: TEMPHP(<,1); DMGRT (1 HR; [TRGT])
Custom Effect:Code:Motivational Speech; IF: !CUSTOM(Motivated Strike); EXPIREADD: Motivated Strike; DMGRT (1 HR; [TRGT])
Code:Motivated Strike; ADVATK ([ACTN])
Hi! I'm trying to automate the Enhanced Bond of the Wildfire Druid Subclass, and I can't find a way to check for damage types to do so.
I have post this issue before for other thing I wanted to do, but was never answered :c
What I thought on doing was: "Enhanced Bond; HEAL: 1d8; IF: ATK(spell); IF: DMGTYPE(fire); DMG: 1d8"
Everything but the damage part works fine (it just allways adds the damage)
Can you add DMGTYPE as a conditional operator?
EDIT:
I also thought on doing: "Enhanced Bond; HEAL: 1d8; IF: DMGTYPE(fire); DMG: 1d8 spell", wich will also work for "saving throw" spells
I've checked this using only a campaign running Better Combat Effects Gold- apparently, damage reduction effects aren't working as I would expect when applied to a creature, and that creature also has an effect that grants Immunity to damage from critical hits.
My tests show a crit hitting for 10 Piercing damage (5 on the die + 2 on the die, +3 from strength) against a target with "IMMUNE: critical" and "DMGR: 5 all".
The target takes 5 damage.
If they are ignoring the die that rolled 2, then the total damage would be 8 (5+3), and the damage reduction would reduce it to 3.
If they are ignoring the die that rolled a 5, then the total damage would be 5 (2+3), and the damage reduction would reduce it to 0.
But it seems the damage reduction is calculated first, but then it is lost because the damage it reduced is ignored because of immunity, which doesn't feel quite correct.
In the notes for the DMGR effect, it states that it
Is this the intended functionality? Because it seems like an odd way for those two effects to interact to me.Quote:
Reduce[s] the raw damage (before resistances) by (D) or when a decimal between 0-1 reduce[s] raw damage by percentage).
I just noticed that this Addon has been marked as 'Unlisted' in the Forge. Does that mean it is no longer being sold, and if so does that mean it is also no longer being supported? It seems like it was a pretty popular addon, and I didn't see any explanation on the change of status to unlisted, or what that might entail.
The author is not able to work on this anymore. So others have taken it over including me.
This extension is very complex and with all the changes on TESt we will not have this ready for release to be working.
We expect some feature loss even after we get it working without errors.
We decided to delist this until we work out these issues. Which can take more time than normal because of how large these changes are and how complex BCEG is and how many changes coming from the update that directly effects BCEG.
Checked the test forum and wow, there's a lot of overhauls to systems that seem heavily based on BCE/G, down to the same syntax.
Just pushed an update to Better Combat Effects to work with all the changes in the Test channel. Would appreciate any testing.
Note that there are several changes to tags to match CoreRPG native support and patterns. See below for combined Better Combat Effects / Better Combat Effects Gold notes.
Removal of Core Native Effects (BCE -> Core)
- HDMG -> DMGHALF
- MDMG -> DMGMAX
- NORESTL -> NOREST: long
- RESTS -> expire = "restshort"
- RESTL -> expire = "restlong"
- ROLLON -> TABLEO
- EXPIREADD -> AFTER
- GRANTATK -> @ATK
- HEAL: temp -> TEMP
- HEAL: max -> HEALMAX
- (STAT): #-X -> BSTR # / BDEX # / BCON # / BINT # / BWIS # / BCHA #
- STACK -> (same)
- DMGR -> (same)
- OR -> (IF: x OR x)
Rename of Effects (For consistency with Core)
- TREGENS -> TEMPO
- TREGENE -> TEMPOE
- STREGENS -> STEMPO
- STREGENE -> STEMPOE
- TREGENA -> TEMPA
Regards,
JPG
Testing now... As mentioned in Discord, SAVEA is a hard lock of FGU, other items are little buggy (expire =, after). Continuing to test.
Update:
TEMPA: 1d6 set to expire on the roll throws an error
[4/27/2026 8:26:24 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_effect_var.lua"]:65: getValue: Invalid parameter 1
Working on a new build. Already got a couple items fixed locally; but will plan to push a new build tomorrow after I track down a couple other items already reported (including another lockup).
Regards,
JPG
Sounds good
Just pushed new build of BCEG to the Test channel.
Regards,
JPG
Ran into an issue with:
Cloud of Daggers; AURA: 10 all,single,cube,yellow; AoE Cloud of Daggers; IF: !FACTION(self); DMGA: 4d4 slashing,spell
As soon as I move the token into the aura.
On TEST with the newest build.
[5/4/2026 5:24:25 AM] [ERROR] Handler error: [string "..erCombatEffectsGold:.._damage_dnd_bce.lua"]:269: attempt to call upvalue '_fnOrigApplyDefault' (a nil value)
@nephranka,
Investigating this; it appears to be related to Advanced Effects and BCEG conflict. Vaall reported in Discord as well.
Regards,
JPG
Just pushed a fix for AE/BCEG interaction damage roll error. Please run a new Check for Updates.
Regards,
JPG
Using:
Cloud of Daggers; AURA: 10 all,cube,yellow; AoE Cloud of Daggers; DMGA: 4d4 slashing,spell; DMGO: 4d4 slashing,spell
The DMGA fires and leaves on the target:
AoE Cloud of Daggers; DMGO: 4d4 slashing,spell
but on the next round the DMGO fires and throws:
[5/4/2026 7:03:50 PM] [ERROR] Handler error: [string "AdvancedEffects:..anager_actions_d20_ae.lua"]:41: attempt to index local 'rSource' (a nil value)
Thanks for the continued testing and report details.
I've pushed a new build of AE extension that should address that error.
Regards,
JPG
Looks like the CUSTOM EFFECT LIST is not tracking who is applying it and checking their SDC. Like it does from the CHARSHEET.
I'm not at the computer but also likely needs to test this for NPCs using the CUSTOM EFFECT LIST also.
I believe also this shouldn't be posted here in BCEG as SDC is now part of FG ruleset. I believe this needs to be changed to SAVEDC but I could be wrong. I'm working off my phone right now.
Also not to be confused with SDC: n
Which simply adds in a bonus to Spell DCs.
[SDC] is not SDC: n as you pointed out. SDC: n is in FG as SAVEDC: n. The issue is with [SDC] which is 8+prf+ability and is working on the sheet from the actions tab. [SDC] in the global effects list is using the target's prf and ability to calculate [SDC]. So no effect like: SAVEA: [SDC] CON in the gobal list will work as intended.
Thanks for the additional detail; will take a look when I can.
Regards,
JPG
It was already deprecated in BCEG; but it was removed in the update to simplify.
JPG
I'd like to report a bug with BCEG.
Creatures with Pack Tactics get Advantage on melee attacks all the time (not just when other enemies are present). Ranged attacks with Pack Tactics work as designed.
I'm not able to get SNEAKATK to proc, even with just this extension loaded.
I've noticed that the weapon property tags (ie WEAPON(finesse)) are also no longer working after the update.
SNEAKATK and pack tactics might be tied to the fact they need attack distance and that is in CORE now as RANGE?