I'm glad the above works but I'm confused as to why this doesn't also work... LoveTap on Action Only and then use the provided duration fields to determine duration?
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I'm not sure exactly what you trying to do.
ACTION ONLY is used for WEAPON ATTACKS only.
So when you use that weapon in combat it will apply the effects in either ATTACK or/and DAMAGE with that weapon only IF ACTION ONLY is checked.
You can use a duration field on effects, but if you are applying Advanced Effects, you can't do a duration as they are either on while equipped or on the Char when put into the CT. (or NPC). There is no duration for this.
If you have questions on how BCEG works, I would post over there and explain what you are asking. I'm not really fully sure what you are trying to do or what is not being understood.
Overall. Advanced Effects do not use duration.
I'm trying to understand how the Action Only option in 5E Advanced Effects is working. I think the combination of things noted above finally made it click for me...
I had thought...
Action Only meant the action would trigger the effect to be applied as a result of the action. So why couldn't any effect; LoveTap, Dodge, Blinded, Turned, etc. be the applied effect as a result of the action?
Now I'm understanding it to be...
Action Only means the effect is applied for that immediate action only. This would be the equivalent to Fantasy Ground's original Spell/Ability Effects field of Expend = On Next Action. Except Action Only would apply to every action from that weapon.
"Overall. Advanced Effects do not use duration." <- That's confusing, given the fields are built into the window when applying Effect Features to an item. Is the Type field also ignored by 5E Advanced Effects?
If I'm still misunderstanding, tell me. I'll try and discuss on your discord.
I stand corrected, you CAN use that as a duration, however, I've never used that before. I guess if it's for if you equip something it will only give you that effect while equipped AND for that duration that you put in the dice and mod.
So the dice there is for random duration effect, and mod would be a set effect (or in addition to the dice), unit is for how long it will last.
Remember this is for only from the time it's equipped and stays equipped the whole time.
So again, this wouldn't affect the duration of things you apply through the effect that is already on, this only is affecting the effect that is on the item.
Most items I know do not have their effects expire like this.
You don't equip dodges and blinded etc through your inventory. You would just apply an effect normally that does that. Those effects would have a duration.
Again the duration is ONLY for equipped items duration if that effect has a limited duration. Example would be like a torch.
You pull out a torch that gives you LIGHT: 20/40 torch effect for 1 hour.
After 1 hour the effect will come off, even though you have the torch equipped still.
Now if you using like a magical sword that does DMG: 1d6 fire on all attacks, this would not have a duration at all. (you would turn on action only)
I thought I replied to this, but apparently it didn't save or I'm just not seeing it :) I'm using the latest version from Forge, it's not an interaction with an extension it does it when it's the only one installed as well as when all my others are on. What happens (at least what I've found so far) when I click to make a roll (attrib roll, saving throw, attacks, damage, skill checks), the roll visually happens, but it doesn't show up in chat and an error pops up... I also can't add enemies to the combat tracker. I can add heroes but nothing from the NPC list. I'm sure I'm forgetting something but that's what I can think of in the moment. :( Attaching the errors from console.log not sure if any others matter.
You might think you're using the latest version, but you are not. You're using v4.9 which is from March of 2021. We are now up to v5.91 as of last month.
You should check whether you have a second, un-zipped copy in your extensions folder (and delete it if you do).
Thanks so much! I'll check that! :)
Hello,
I'm trying to implement 5e "Relentless Endurance" feat of Half Orcs as an Advanced Effect in Abilities sheet tab. Before I was using it as a manual effect to be activated by player each time (which works correctly).
Now, I'm using this code on abilities sheet: [IF: unconscious; REGENA: 1]. Means that if an attack reduce the character to 0 Hp it regain suddenly one hit point coming back to life.
I works great like the manual effect I was using before, however the effect itself remains active. See picture below:
1. Before last attack:
Attachment 54121
2. After last attack and Relentless Endurance activation:
Attachment 54122
3. How it should look like
Attachment 54123
Any suggestions? Am I doing something wrong?
I tried to flag the "ActionOnly" as well with no luck.
Thanks!
PS: good news is that even staying as point 2, the relentless endurance feat is not applied anymore, which is correct. So it seems that the effect is canceled but it remains written in combat tracker.
Hellou! This extension helps with the effect of "Bloodwell"? Can I make the "+1 bonus to spell attack rolls and to the saving throw DCs" off the item with this extension?
tks!
Hey there,
I'm having a strange issue with this extension, and bmos' Ammunition Manager extension. Could you please have a look at this post I made about it on his thread and perhaps work with him to figure out where the conflict is happening? It appears to be a recent conflict.
https://www.fantasygrounds.com/forum...l=1#post663180
I'll test this as soon as I get home this evening.
So, after having gotten some time this weekend to test it, I can say that as of right now, as of version 3.10 of ammunition manager and version 5.91 of 5E - Advanced effects, the error I described above persists.
Though I confess I'm not sure what "the test channel" is or how to access it.
I just checked for updates prior to launching fantasy grounds and tested the issue once more with only those two extensions loaded.
Hello,
I just download this extension and tried to but when we open a character actions tab it throws a script error and then every ones attacks and damage show as 0. How do we get around this?
We appear to have lost the effect text on NPC sheets. You can see here a NPC with an advanced effect, but the effect description is not replicated to the sheet. When dropped on the CT, however, the effect shows up as expected.
Attachment 54771
The effect builder also seems to be broken.
Toggling "type" through the various values leaves the description and duration options only.
I had a few moments tonight and I pushed a update that "should" fix it to Live.
For whatever reason it looks like using DB.addHandler(DB.getPath(node, ".effect"),"onUpdate", update); specifically onUpdate no longer works. If I use DB.addHandler(node.getPath(),"onChildUpdate", update); on the entire effect node it does. I used the previous before to reduce the number of triggers... but we'll see how this works until I have more time to look at it.
Any time to upload that change to github?
Also, regarding MeAndUnique's comment, that was how I fixed the issue. Removing the periods was all it took in my port (possible would also work here).
Updated Live channel with fixed .path changes.
Pushed to repo.
I am getting a new error with the same extensions that I have had updated on forge and from dmsguild. This happens anytime I try to drag ana attack from a non magical item in the actions on the NPC sheet.
[10/28/2022 7:52:53 PM] [ERROR] Script execution error: [string "AdvancedEffects:..ipts/char_weapon_adnd.lua"]:50: attempt to call field 'isLoading' (a nil value)
sorry, wrong thread - can this be deleted?
Potentially Silly Question
I searched the thread but didn't see an answer to this. If I create items or NPCs with effects added to them in 1 campaign and I export them into my own module to use in a new campaign on my system, will all of the added effects still be with the items in the new campaign or will I need to add everything manually again? I created a campaign just to copy and customize all of the items & NPCs from all of the sources I own, test things, create new silly items or NPCs to torment I mean entertain my players etc but I will want to export everything into my own modules to use in future campaigns to leave my goofing off space open to break at a moment's notice.