I tested this and it seems to be working for me.
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Just pushed a new build of BCEG that should fix SNEAKATK and Pack Tactics handling. Please run a new Check for Updates.
Regards,
JPG
Pack tactics seems to be working after I updated.
Sneak Attack automation isn't working with critical hits to me. Since the effect is SNEAKDMG instead of DMG it apparently won't double when you crit
Looks like SAVEA is doing something strange again?
When I add this: SAVEA: [SDC] CON(M); SAVEADD: EntangleResrained to a target
it appears as this effect on the target in the CT: SAVEADD: EntangleResrained
The SAVEA drops off and no dice are rolled
Update: CON(M) and CON (M) are not the same and source of my issue.
Just pushed new update that should double SNEAKDMG on a critical again. Please run a new Check for Updates.
Regards,
JPG
Hey all does this extension still do on the preparation page on the action tab of the character sheet to choose lvl, classes, etc as options for charges?
I don't know if it's this extension or a different one, but stuff like WEAPON no longer register for IF and IFT type effects, been trying to find an answer for a bit now.
Just pushed a new build that does not require the property check text to be lowercase any longer. Please run a new Check for Updates.
Regards,
JPG
Attachment 67467
This box I used to be able to have more options of selection and now it is back to ability categories and prof.
UPDATE: Found the issue. Nothing to fix.
I can't get a lot of the effects that add effects/dmg when attacked/damaged to work. DMGAT, TDMGADDS, SDMGADDS, TATKHDMGS, etc.
Are these working for anybody else? Even the simple formula's given in the Examples section of the README don't work anymore (Armor of Agathys, Ghoul Claws, Shadow).
I tested all listed and they all are working for me.
Only BCEG loaded. I also tested with over 90 other exts loaded at the same time.
Can you provide examples/screenshots of what you are doing?
Also if it's easier, you can hit me up in discord. Check my info below.
I only had Aura Effects loaded (I figured it wouldn't mess with BCEG), but when I restarted FGU it started working all of a sudden. I guess I should have tried that from the start, apologies.
On to my next question: Is there an easy was to do "Defensive Tactics: MultiAttack Defense"? (Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.). From the README it seems you can add effects to the attacker upon damage, but there doesn't seem to be an option to add an effect (DISATK) to an attacker upon successful attack roll? Ideally I'd add an effect to myself that upon being successfully attacked, the game automatically applies to the monster attacking "DISATK to <my character name>" until end of turn.
Hello, I just purchased BCEG from the forge. I cant seem to get the modual pdf with all the instructions to appear in my library. I even created a new campaign with the only extension being BCEG loaded and it still dosnt appear with all of my other purchased content.
Am I missing somthing?
New issue: Looks like ATKHADDT is not firing. ATKHADD works.
Here is the ReadMe .pdf link from the top post
https://www.fantasygrounds.com/forum...3&d=1742242097
Also, there are instructions available in FGU. Go tothe modules section and click on the module. Instructions should come up on the right
I cannot get IMMUNE: CUSTOM([effect]) to work with the latest version of BCGE. I popped in on Discord to ask about and SilentRuin suggested that I post it here as it may not have been implemented correctly in the new rewritten BCGE version.
@nephranka,
https://discord.com/channels/2745828...57008513466481
Regards,
JPG
@Hjorimir,
Responded in Discord. BCEG was simplified as well when it was rewritten.
Can you provide me with examples of that use case with the current game system rules/creatures?
Regards,
JPG
I just had this exact same issue, where one of my players has an effect on a mace, (Using Advanced Effects so it only applies to the mace, "SDMGADDT: 10 Splash;" + "Splash: AC: -2;") and it just did not apply even when he did 30 damage from a crit.
And then I shut things down, rebooted to start testing, and... It worked perfectly fine in my test campaign. And then I tried it on the exact campaign it wasn't working on, and it worked. And then I tried it as a player, just in case it only worked if the host was doing it for some reason. Nope, I have no idea whatsoever. I can no longer reproduce the bug.
@Hjormir,
Just pushed change to add IMMUNE: CUSTOM(...) back in. Make sure to run new Check for Updates.
Regards,
JPG
Chasm (demon), you become immune to its drone effect with a successful saving throw for 24 hours. This is just one example, but there are other monsters in the 2024 Monster Manual that have similar abilities (e.g., a Pit Fiend's fear aura ability, a Chain Devil's unnerving gaze, a Ghat's stench, a Ghost's horrific visage, etc.).
I appreciate the fix!
For 2014 Tasha's Hideous Laughter I have SAVEE: [SDC] WIS (R) (M); SAVEONDMG: [SDC] WIS (R) (M)
What I am not sure is how to make the SAVEONDMG roll always have advantage. Is there a way to do it?
In the BCEG code, I see a reference to using "(ADV)" with the SAVEONDMG tag. Not sure if that will work; but I'd try that.
Regards,
JPG
Just wanted to report that the GRANTATK function doesn't seem to work like it had previously. The code:
Formerly applied the correct -1 to 4 on attack rolls against the creature with this effect, but no longer does.Code:Blade Ward; GRANTATK: -1d4; (C)
Looks like MASTERY stop working.
Just pushed new build that should address; requires the CoreRPG changes I pushed too.
Regards,
JPG