Thanks so much!
Printable View
Thanks so much!
Ok, I am a dunce and I cannot seem to figure stuff out. I have the following homebrew weapon:
Radiant Soulspear:
Alignment Assualt: When you hit an evil creature it takes an additional 1d6 radiant damage. When you hit a good creature with soulpiercer, the creature has resisatnce to your attack's damage.
How do I code this into the item? I've been beating my head against this for a while and now my nose hurts. :D
You will need another ext for this, called BCEG.
Put these effects on the weapon with action only checked.
Quote:
IFT: ALIGN(evil); DMG: 1d6 radiant
This effect goes into the custom effects list and set it to remove on any roll.Quote:
IFT: ALIGN(good); ATKHADDT: RS Good
Quote:
RS Good; RESIST: all
You are a scholar! Thank you.
Hello All,
This is probably beyond the scope of this extension, but here goes:
I am creating an item that has RESIST: FIRE but in addition I want to have a damage reduction from fire of X points. So if the character wearing said item is HIT then the damage is reduced by the "x" points.Is there a mechanic for this scenario in FGU 5e?
Thanks for any input.
PS.. I've already looked at the ABSORB extension by Rob2E and it doesn't make the effect available for an item only a CT entry
Thanks Zacchaeus, I'll give that a shot. As long as I can define the amount of reduction, life is good.
Thank you once again wise oracle ;)
Have another request and can't seem to find how to do this.
The weapon deals a d4 fire damage on a hit. If it scores 4 damage, it causes the target to take another d4 fire damage at the beginning of your next turn. If that scores another four damage, the effect continues. Is there a way to do that?
Here is the exact wording of the weapon:
If the fire damage die rolls a 4, the target continues to burn; it takes another 1d4 fire damage at the start of your next turn unless it or another creature within reach uses an action to put out the fire. It continues to burn in this way if the fire damage die rolls another 4.
No, you'd have to do that manually. There's nothing that can check how much damage has been done and then do something based on that.
Like Zacc said, it will need to be done manually. To make it easier, just make an effect that automatically deals the damage to place on the target, then, if it doesn't deal 4 damage, delete it (or turn it off in the CT if you think the target will get hit with that effect again).
I can't guarantee it and I don't have time to fully investigate, but there might be a (convoluted) way to do this with a combination of Advanced Effects, Better Combat Effects Gold, and Trigger Me Timbers.
TMT can evaluate a die roll if a combatant has a certain effect (Fire Sword with Advanced Effects) by type (fire) and value (4) and remove a (dummy) effect based on that...
BCEG has: EXPIREADD to add an effect when an effect is removed
TMT can also just remove an effect if the result is less than a number (4).
I'd be curious to know if you do get it working.
Version Update 6.3
UI changes only
Fixed: Cleaned up UI with respect to properly hiding hidden effects from players.
Fixed: The ability to add effect code to features and feats is now back working from the UI changes
Changed: Changed locked record behavior with respect to ability to edit.
Hi there,
Apologies if my question has already been asked and answered, but I haven't been able to find an answer over the past two days. I'm only now getting into using and understanding FGU's full potential thanks to extensions like this, so I'm still very much a noob trying to figure out basic things like syntax.
I want to give a weapon on-hit DC X [STR] save or prone ability. And I want it to only work when hitting humanoids. I can get the type part right, but I can't for the life of me figure out the syntax for on-hit save or prone bit. Is it even possible to add something like this?
Thanks in advance for the help.
This is a pretty advanced feature, you are going to need another ext. Better Combat Effects Gold works if you use 5E.
What you want to do is call another effect that will be in the custom effects list.
So on the weapon you want something like this.
Use Advanced Effects and make sure to click the "ACTION ONLY" button.Code:IFT: TYPE(humanoid); SAVEONDMGT: 15 STR; SAVEADD: BendTheKnee
Then in the custom effects list you want:
With a duration of 1 round.Code:BendtheKnee; Prone
You can also change out BendtheKnee with Prone, however, you don't want to mess with a basic effect like that because I'm not sure the duration and stuff on it. So if you want to custom the duration of prone be like 1 round or something, you want to use BendTheKnee. (or other custom naming) so you can set the timer on it.
If you do change it to a basic condition instead of BendTheKnee, you also don't need to make a custom effect for it, BCEG knows basic condition names.
I wanted to note this will do the save on damage and not on HIT, if you really want on hit, I can show you how to set that up but this will likely do exactly what you want.
Thanks for this! I was not expecting such a quick response!
Apologies for bothering you with one more question. I do use Better Combat Effects (NOT the gold version) and Effect Builder. With that, I am able to create the following string:
Should I assume that the SAVEONDMGT command is only available through the gold version (I'm guessing the 'T' at the end there stands for target)?Quote:
Beyond the Law; IFT: TYPE(humanoid); SAVEONDMG: 6 [STR]; SAVEADD: BendTheKnee
I ask because I want to avoid buying and adding one more extension before I have mastered what I already have. This stuff is surprisingly deep, and I would rather take a step-by-step approach and slowly increase the tools I have at my disposal instead of getting all the tools and not knowing what to do with all of them!
Fair enough! Let's see what fate has in store for me then.Quote:
I'm not sure what is with BCE and BCEG.
If it doesn't work with the SAVEONDMGT, then you need BCEG =P
Again, thanks so much for the ludicrously prompt response and help. Tangentially, are you formally Mr. MrDDT or just MrDDT?
Small update v6.3.1
Fixed: NPC char effects set to show where being set to GM only
Since the last update Advanced Effects does not all me to add an effect on an it. Well I can add and effect but it shows up as "[]" and I cannot seem to edit it. I can delete it however.
Sorry folks was a issue with Theme hiding the Gear to edit ;(
Fixed
Version Update: 6.4
Update for 2024
The update works and is much appreciated, but it looks like it is now in the footer for NPCs.
This coupled with the new "Legacy/2024" toggle now takes up an obscene amount of space. With just 1 NPC open at minimum size, the footers combine for 1.5x8.25" in Hearth Theme (2% of screen area).
I suspect it's easier/more compatible/more future-proof for you to do it this way, but I figured I'd ask if there is any chance of getting this back in the body of the NPC sheet.
Sincere thanks for all you do. I wouldn't be using Fantasy Grounds without extensions like this.
maybe at some point although that isn't really high on my priority list right now with the world on fire
Trying to change the base value of an ability score (Gauntlets of Ogre Power) but it won't change off Modifier. Am I not seeing something?
You can't change the base ability score (at least not with an effect). You'll need to calculate what the additional modifier will be and add that as an effect. Note also that you cannot do this with this extension since the PCTag effects (STR in this case) needs to be on the characters action tab in order to be effective.
Unless you have another ext it will not show the modified score in the char sheet.
You can use STR: x
where x is the bonus to the STR on the charsheet, however, you likely better off directly editing the STR and making a note.
So if they had 11 STR already, and you want them to equip this, you give STR: 8. Which would give them a total of 19 STR.
If you using Better Combat Effects Gold you can use the coding
STR: 19-X
The issue with STR: X etc. is though, it doesn't seem to adjust things like encumbrence, if I remember correctly. That's why, it was always easier just changing the strength score on the character sheet to 19, I found.
When I drop a creature with an effect on the NPC sheet into the combat tracker, no effect is added to the creature. If I manually add the effect, it works as intended. Any ideas why this is? I do have numerous additional extensions running. I have v 6.4 of the extension running.
Thanks, Zacchaeus. I progressively added extensions to a new campaign, and I determined that the CT Scroll 5e Extension (https://forge.fantasygrounds.com/shop/items/198/view) seems to prevent this extension from working. It's an old extension that doesn't seem to have been updated for a while, so I'm just going to stop using that one.
I am curious about the section under feats. These don't seem to be applied to the character when given the feat. Am I missing something about how those work?
Ok, more detail is a fair note.
https://ibb.co/HK5WXyM (feat list showing that it is a feat)
In my feats I have this one for an armor set bonus. When you open the feat there is an effect features area at the bottom. I used that to add the +2 AC this feat would give a character.
https://ibb.co/jJr22jB (the feat with the effect)
So then I took a character without the feat and placed it in the combat tracker. The following image is showing the character in the combat tracker at the top, and the character abilities panel below it.
https://ibb.co/C0t3gXw (character without the feat)
Next I added the feat to the character. The combat tracker didn't show any change so I removed it from the tracker and then re-added it.
https://ibb.co/r7Q6fyP (character with the feat)
Still nothing showed up. So I am not sure how to get the advanced effects on feats to be applied to a character. If this isn't enough to go on please let me know and I will add whatever details that I can.