I do not think so, simply because it is not too relevant, it just goes up to +3; I think manual handling is okay here :) Or, maybe, one can write an extension where this kind of stuff can be customized in the notation of the effect
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I do know that there should be the ability to do that, whether in base PF, or with using Kel's extension as I wrote an extension that would be for every five levels [FCL] and it was incorporated into Kel's extension and modified to be any number of divisions I believe.
I thought I had the coding for the paladin Aura of Courage working and the Antipaladin Aura of Fear but just tried them and no beuno.
AURA: 10 friend red; aura of courage; IFTAG:fear; SAVE: 4;IFTAG:cause fear;SAVE:4
AURA:10 foe black;aura of cowardice;IFTAG:fear;SAVE:-4;IFTAG:cause fear;SAVE:4
Any thoughts or suggestions?
I am not at the computer, but try:
AURA: 10 friend red; aura of courage; IFTAG: fear, cause fear; SAVE: 4
AURA:10 foe black;aura of cowardice;IFTAG:fear, cause fear;SAVE:-4
Hi guys,
I am in the process the creating a module for FFd20 stuff, starting with spells. I am currently in the process of coding and improving the automation for the spells as best as possible before I release it all to the public. I have an idea for automating the following but can't seem to get it down.
Here is the spell text:
"The target for this spell requires the Drenched status effect to be in effect. Once you cast this spell, the Drenched status effect is removed and the creature is surrounded by a globe of swirling water, taking water damage equal to your caster level (maximum 5) plus your Intelligence modifier per round until freed. The target can break free by spending 1 round and making a DC 15 Swim check to swim free."
Using some wonderful extensions from some wonderful extension artists I have a rough idea of what it needs to look as but I don't know how to cap the damage added by CL in a line of text, thus far I have something like this:
"Engulf; IFT: CUSTOM(Drenched); DMGO: [CL] [INT] water"
This alone works but as stated by the spell, the CL needs to cap at +5. Is there a way to add this conditional in this line?
Also second question.
Strength Drain; STR: -1d4; STACK; RESTL - This code just applies a negative to STR but is there a way to inflict damage to have it automatically update that in the PC sheet or is that not possible?
Final question - for now... :D
TDMG triggers on damage received and you can specify melee and ranged as normal:
Dread Spikes; TDMG: 1d4 melee,ranged,shadow
This seems to trigger against spells as well. Is there a way to have TDMG not trigger on spells but only on physical attacks?
I am not sure but will look into it. have you tried using the Effect Builder extension? I know you can put a maximum CL when doing spell damage on the Action Tab, so I would assume that it CAN be done, but no idea if there is syntax built in to write it out.
Thank you very much. I hope the creator knows, if not perhaps its something to add in :D (Wishful thinking).
The NIFTAG worked a dream. You've actually solved many problems by making me think about that tag!
I did come across another weird one. Not sure if I am using the correct syntax or if the code doesn't do what I think it does.
I've been trying to use DMGAT from BCE to create a healing effect when taking damage one time. I have tried many variations but cant seem to get it to activate. I have tried some of the following:
DMGAT: HEAL: 5d6
DMGAT; Heal: 5d6
HEAL: 5d6; DMGAT
Regardless it doesn't work the way I think it should. Any tips for something like that?
Apologies for my relentless questions of which I no doubt will have more later XD
***Quick update
I have something kinda working. I did this:
TDMGADDT: Auto-Cure
The custom condition being this:
Auto-Cure; REGENA: 5d6+10
Technically the spell calls for 5d6 [CL], however, if you put CL in the custom condition code, it can't resolve it because it had no idea what the CL is and simply breaks the code. This obviously isn't ideal. If anyone has a better way to do this let me know XD Damned CL requirements >.<
I do not see a DMGAT command I only have these DMG commands from BCE
DMGA (D) [damage type]* Add Effect Apply damage when the effect is added
DMGDT (-) Damage Deactivate effect when damage is taken
DMGOE (D) [damage type]* Ongoing Damage Apply ongoing damage at the END of the Actor's turn
DMGR (D) or (.N) [damage type] * ,all, [range] * Damage Reduce the raw damage (before resistances) by (D) or when a decimal between 0-1 reduce raw damage by percentage
DMGRT (-) Damage Remove effect when damage is take
It's listed on his forge page under modifiers: DMGAT (-) Activate effect when damage is taken
https://forge.fantasygrounds.com/shop/items/76/view
However I did just find a way to get an auto heal working. Providing the dice on the heal do NOT change such as in the spell I am using. You can do this:
TDMGADDT: Auto-Cure; HEAL: [CL] [WIS]
Custom Condition: Auto-Cure; REGENA: 5d6
This will apply the bonus of the CL and the modifier to the next healing roll which is the regeneration. Allowing for an auto-heal on hit :D
Update*
Added IF statement so the bonus heal doesn't apply to other healing:
TDMGADDT: Auto-Cure; IF: CUSTOM(Auto-Cure); HEAL: [CL] [WIS]
Me again.
I can't seem to get on going saves on any kind to actually work. I think I'm completely misunderstanding the layout. I have tried using effect builder and tried what seems to be every option under the sun.
How would you get the following coded to auto save at the start of a turn?
"Creatures inflicted with this status take 1d6 + spell level fire damage, and an additional 1d6 + spell level (Fire III inflicts 1d6+3) at the beginning of each subsequent round.
Burning creatures may attempt to make a Reflex save (equal to initial DC) to end the burning status at the beginning of their turns before the subsequent damage would take place."
Side note: can't find anyway to notation spell level in code form but that can be worked around easily. They key here should be: DMGO: 1d6+3 fire (Save at start of turn)
Attachment 63856
Ranger's Class feats "Quarry". Can't find an effect for automatic Critical confirm, so I put a +100 bonus to confirm.
That looks good, I would also make an individual 1 time use effect for the SKILL bonus in cases where you are using the skill but not targeted on the quarry itself
Sure, I was wondering how to have the skill check call as the quarry active as target. The one time effect might be more user friendly for everyone, both GM and player.
Does anyone have any suggestions for automating the Fiendish (or Celestial) simple template. Specifically the Spell Resistance, Elemental Resistances, and Damage Resistance?
Spell Resistance is defined as CR +5. As far as I know there is not a CR tag to key off of.
Resistances and DR are variable based off level but I could not figure out a formula to create them.
The Specification is:
Hit Dice Resist Cold and Fire DR 1-4 5 --- 5-10 10 5/good 11+ 15 10/good
Hi dll!
As far as I am aware there is no code for CR or to automate hit dice coding. To the best of my knowledge you would have to create 3 separate effects for each hit die ratio. I think this is probably left to ye olde standard: RESIST: 10 fire; RESIST: 10 cold; DR: 5 good
If anyone else can jump in here and tell me otherwise then I have a lot of re-coding to do >.<
Hello,
Since this thread is all about Pathfinder effects, and I saw examples of the extensions I'm asking about, I thought this would be a good place to ask:
Can anyone confirm if the Aura Effect/Aura Visualized extensions are compatible with BCE and Kelrugem's "StrainInjury plus extended automation and overlays' in PF 1e.
The Auras are working overall, but there are a lot of variations in the results depending on if BCE and/or Kel's extension is loaded.
I only started using the Aura Effects recently, so I don't know if there was an issue with the recent January update or if they have known issues.
I'm working on a detailed matrix of what isn't working or acting weird, but figured I'd ask to see if it is already well known. Some of the many quirks that I'm seeing:
1. 'IF FACTION' - is not working when BCE is loaded at all. Nothing after that in the effect appears to be recognized.
2. BCE effects work just fine, just not as part of an AURA
3. With Kel's 'Strain+': "Test; IF: FACTION(foe); DMGO: 3d8 fire" works, but :"Test; IF: FACTION(enemy); DMGO: 3d8 fire" Does not. It applies the 'Aura' but not the damage.
4. With Kel's 'Strain+': "SAVE: -4" works against spells cast by the source of the aura but not when you make a manual save off of the combat tracker or NPC sheet.
5. All the different factions work with one extension loaded, but not the others. 'notself' works sometimes.
I'm testing with no other extensions running. Just combinations of those four extensions, which, from everything I read, are supposed to be compatible. The Aura Effect extension post has many comments and good information, but it's hard to tell what applies only to 5E versus PF 1e. I'll post there as well.
Thanks in advance for any input.
Rob
Hi Robbo,
I use all of the above mods.
Personally I have never gotten the IF FACTION to work properly. You should however find success in using appropriate proper AURA tags themselves. They are combinable, you just need to set the target on the actual AURA. Something like this:
AURA: 10{Range} enemy{faction}; DMGO: 3d8 fire /// Obviously don't use { } these are just to tell you what they mean in the example. I just tested this exact code so should work.
AURAs must be given a range to function and a target, all, enemy, ally etc.
If you want to copy paste:
AURA: 10 enemy; DMGO: 3d8 fire
Hello Rhydion,
Thanks for the quick reply. I'm glad I wasn't the only one. I've been working on that detailed and very methodical test, and while I'm not done, I have learned:
With just the two Aura extensions and BCE active, These do not work: FACTION(enemy); FACTION(ally);
These all work: FACTION(notself), FACTION(friend) and FACTION(foe)
That's why originally, I didn't think BCE worked with the auras. I was testing one of the sample strings from the '5E Aura Effects' thread using FACTION(enemy).
If anyone has a detailed list of which other elements do not work with Pathfinder, that would be great.
I'll post more of what I find later.
Rob
I have been searching online and in hers for a few hours trying to find codes that could automate "e5 2024 Graze", think I am searching using wrong terms.
Need correct coding for if attack misses deal 8 damage.
I am a beginner, but why would you need automation? Just add a Spell: "Graze" Add effect Damage and put that to 8 [type], whenever an attack misses and it is eligible for "Graze", click the damage button. Otherwise if the attack should not do 8 DMG on a miss you have to remedy the damage.