Update 2.5:
Bugfix. When GM and Player had the character sheet opened effects would be added and removed twice.
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Update 2.5:
Bugfix. When GM and Player had the character sheet opened effects would be added and removed twice.
What was the issue Celestian causing that?
Looks like you found out the issue I had from the thread ;)
Update 2.7
Re-worked effects application. Host client handles now. Mostly behind the scenes code but much more clean. Might use less memory now but this patch is mostly for me to say it's better. Only tweak that's visible is that the icon displayed when applying should be the one for the character now in most cases (except when DM does it and no one is around).
Never mind... I understand everything I was reading now about it not actually applying to the dice visually... I thought it was still reflected in the + whatever after the die roll... Sorry.
Maestro: a word of advice please. can i use this extension to create the following conditions: if the player attacks with this weapon, they get an AC debuf, until their next attack.
so an effect tied to one weapon, that triggers on attack and lasts til the next time the attack action is used?
bugger :D BUT thank you for creating the extension, and thank you for your reply.
Update 2.8
Bugfix: npc effect handlers for equip/unequip in CT works as intended now.
does that mean i can set up that debuf now sir?
No, this bugfix was fallout from moving to the global script method that made permission management no longer required on the database nodes. I didn't include the ct node, just the charactersheet nodes.
The effects system, within FG, not AdvancedEffects, doesn't have the functionality of applying effects from effects. If it did then AE could do it.
Hi Celestian, thank you very much for the extension is awesome. (got an issue but its now resolved ;))
Is this compatible (or portable) to 3.5 or Pathfinder rulesets? Or is there a version already in place for those rulesets that I haven't found?
Celestian,
I am liking the extension. I too am looking for some way to do the following:
I have a sword, Soul Biter, when the player attacks, it gets automatic advantage. That was easy to do with your ext. Now the price for the power is that they have to make a constitution save or drop into an uncontrollable rage that may end up them attacking a friendly ;) Can you offer some suggestions on how to include a con save with the attack roll?
Hey Celestian, i noticed the following (see attached) ... small error in units:
Attachment 23392
Now although this ought to be MIN in the inventory that this is attached against, IT DOES WORK as exepected in the CT. Showing the 80 rounds that i was expecting it to. So for all intents and purposes, just letting you know there is a unit discrepancy. Cheers!
Hi Celestian, cant managed to get the "Rakish Audacity" feature to work when placing the effect on the Abilities tab of a PC.
I tried with "INIT: [CHA]", "INIT_AE:CHA", and even using the inbuild Description choice that result in "INIT_AE:4;" when forcing to "Initiative 4" (see pic) Attachment 23425
I am doing something wrong?
Thank you
This needs to be done from the character sheet. Adding in modifiers related directly to a character needs to be done by the character from their own actions tab; otherwise FG has no way of knowing what modifier to use. The way that this extension works does not relate the effects to the character in such a way that such a thing as you want can be successfully achieved.
So, just create an effect in the character's action tab INIT: [CHA], set the targeting to self and the expand to never and use the running man icon to place it on the PC.
I've played one or two games but my main game is AD&D ;) A lot of my extensions come from the building of AD&D Core. Since they are both quite similar it's not that hard for me to create an extension of the same features for those that want them in the 5e ruleset.
Ah, it's one of these issues. The post after it also goes into a little more detail. Zacchaeus explains it correctly tho.
tldr; effects are applied by the object it's attached to so I can keep track of when it's suppose to be there or not. In this case items.
Ok got it thank you very much.
Still when i apply the effect only with the tool it doesnt work either: https://drive.google.com/file/d/1LhW...ew?usp=sharing
If i do it manually it does work.
Thanks
The video is a little fuzzy but it seems that there's some extra letters being added which is why it doesn't work. Looks like the effect being created is INIT_AE: 4 The _AE bit is what's causing your issue.
Has anyone else got this extension working with the current 5e rukeset?
in What way does it not work with the current ruleset?
I have found my new "go-to" response to the "steep FG learning curve " argument. This image sums up how easy FG actually is... :p
Howdy Celestian,
Just noticed that adding something like "ADVSKILL: Thieves' Tools" or "SKILL: 1 Thieves' Tools" isn't working as an added effect to a Thieves' Tools. So ultimately I created a "Thieves' Tools" or "Thieves Tools" skill on the SKILL TAB, and then added those 2 effects. Rolling the Thieves Tool skill results in:
[SKILL] Thieves' Tools [PROF]
The ADV or the extra +1 doesn't show on the rolled results. So I'm wondering if the ext doesn't work on SKILLS that are added to the SKILLS TAB (e.g. Thieves' Tools, Herbalism Kit, Forgery Kit, etc.)
Does that make sense?
Otherwise ... FYI ... damn good ext! Love being able to put a curse on the item and make it hidden, so player doesn't know what's happened. It's a bump when they realise that something is off on their rolls. Then eventually they start cluing in that something is off, and have a royal time figuring out what's happening :) Then the discussion comes as they learn of the curse. It's a nice touch for RP. Just saying.
apologies ... ignore above post ... apparently i had a brain fart. works just fine!
Hey, just letting you know: Unidentified items show their real names in the combat tracker effects.
Attachment 23969
Also, the effects are not removed from the player if the player gives the item to another player (via dragging the shield icon to other player's inventory).
So, the first part I found and fixed (2.10 update) for the shown effect...but the last part im a bit confused about and will do more digging. When dragging an item from a player to another I would expect the node to trigger "onChildDeleted" but it's not. There might be a reason for this so going to poke around and figure out. If it's intended behavior I'll have to figure out a kludge.
Update 2.12, figured out the problem drag/drop/delete issue. I tested on 5e using 3.3.5 and it worked. Also found an issue with toggling ID that wasn't working as I intended and I corrected that also.
What was the issue celestian?