To clarify what celestian is saying - the chat messages shown in the screenshot are custom messages coded in the extension - it completely depends on how those messages are coded as to whether they appear to just the GM or to all connected players.
Printable View
It might make sense to verify for your custom output whether the CT node that the effects are being applied to are hidden, and and only use local chat message if hidden as an actor or as an effect.
Regards,
JPG
Good plan. Based on this topic I've tweaked the next rev (will probably wait till 3.3.7 is out) have that functionality. At the very least when you drag/drop a NPC it should be hidden right off since ... obviously the npc is automatically hidden when first placed in there.
Awesome!
The goblins being revealed was my bad because apparently while fiddling around I put an empty Effect on them, which showed up on Chat when I added them to the CT. And the players saw that.
Last week, I had built "Mage Armor; AC:3" to a mage NPC and I accidentally revealed that, AGAIN, because I had set it up as "Show" because once the PCs saw the character it would be obvious. I added the NPC to the CT a bit early to prepare the encounter while RPing, while completely forgetting the "Show" I sat up. I revealed something I shouldn't have.
I'll make sure I set up EVERYTHING as Hidden from now on :D
I've reviewed the updates to 3.3.7 and do not believe any updates need to be made. Please let me know if you run across any issues if I missed something.
So my DM granted me a magical dagger that, in direct sunlight it is a normal +1 dagger, but when it is NOT in direct sunlight it is a +2 magical dagger with the damage die of a shortsword (1d6).
Obviously, Fantasy Grounds currently doesnt have a way to know if im in Sunlight or not right now (hopefully in FGU maybe?) Would this extension be able to be used in some manner to give me the option to do 1d4+1 or 1d6+2, or would i still need to create 2 actions for this item?
((Also open to other ideas how to best accomplish this))
Using this extension, what effect do I add to an attack or weapon to grant an additional 1d8 damage on a critical. I could have sworn to have done this before in 5e. All of the versions of effects I have been adding, such as DMG: 1d8 bludgeoning, critical, and DMG: 1d8 critical just do not work.
Am I insane or had this actually worked at one point in the properties window, and for gods sake why is this so hard to have built into the rules as an item effect when it's something magic items do in game?
DMG: 1d8, critical does work normally as you can see from the graphic. Don't know if it works with the extension or not although I don't see why it shouldn't.
Just tested Zaccs options and it works.
Here is what I had set.
https://i.imgur.com/MV3r26g.png
I had a space between the comma and the critical, lets see if that was the issue.
That looks to have been the problem, thank you.
Attempted to use this mod to add effect to a weapon/character (Sword of Kas) that gives them a +1d10 to their initiative at the beginning of every combat. I currently have it working as a power in the CS, but I forget to add it often and so does the PC. If I copy that same format into the advanced effects area it doesn't seem to work at all. I've tried in the "description/coditions/modifiers" to write INIT: 1d10 or INIT AE: 1d10.
Also something that would be helpful would be a list of most used effects as sometimes with Fantasy Grounds you don't really know something can be automated until you've seen it done. For now I'll continue to just add a power and hope I can remembe
You don't roll initiative "with" a weapon. You attack or damage with it. Because of that the way you're trying to use it won't work.
If you set the effect on the weapon and do not select "action only" it will work with the caveat that it works all the time with any initiative roll (assuming the pc is in the combat tracker and the weapon is equipped).
Zacchaeus always helping those in need, Thank You.
Hello all
is it possible for this awesome mod to work with pathfinder ?
Hi celestian,
Would it be possible to make it works for Item Templates as well?
Celestian, I was making a magic item recently and confirmed the behavior that two DMG properties only the second is working if they deal the dame damage type. This is true if they are on one effect or two for the same item.
orQuote:
DMG: 1 thunder
DMG: 1d4 thunder, critical
both only deal 1d4+1 on a crit and nothing on a normal hit.Quote:
DMG: 1 thunder; DMG 1d4 thunder, critical
I tried it with other extensions and only using yours, can confirm it is not a conflict with another extension. Both versions of the effect work fine if applied as an effect created on the PC actions tab (1 dmg on a normal hit and 1d4+1 on a crit), but not as an effect from an item using the extension.
We've had a similar discussion on the topic of crits before here. You might want to check that out.
I just tested a dagger with DMG:1 and another effect of DMG: 2d4,critical on the same weapon and it gave +1 on normal, and 2d4 extr on crit.
I'm not certain if I'm doing something incorrectly, but I haven't been able to figure this out. I have a cleric who gained a ring that adds +1 to WIS. And so the ring is coded [WIS:1;] visbility [hide]. They have a base WIS score of 19. When rolling a WIS Check or WIS saving throw, the Effect +1 is present, however, when casting a spell on a target that prompts a SAVE DC check, the additional WIS +1 is not calculated.
So, for the gauntlets of oger power, I'd actually need to not put this effect on the item, but rather, create a custom Action on the respective character's character sheet, and have the player click it "on" when the gaultlets are equiped, and that should incrament the carrying capacity and other STR-related options?
Based on my understanding of how 5E style effects are supposed to work yes. Since this extension needs to change the "source" of the effect to maintain it properly that is the one case where it doesn't work the way you'd expect. The 5E ruleset needs the "source" to be the player for ability scores and I believe saves.
Celestian is correct. For effects which rely on a PCTag (STR, DEX, LVL, PRF, CLASS) those effects need to be applied from the action tab of the character's sheet. This is because to work correctly FG needs to know what the source of the Tag is. If the effect is on an action tab then FG knows that the source is the player character and so it can find the STR, DEX or whatever it needs to work out what the bonus should be. If the tag is on an item it can't know because the item doesn't have such ability scores, levels, proficiencies or class.
I'm not where I can test, but check if it applies from effects/spells. If not then that might be a bug report for 5e rather than an issue with the advanced effects mod. If spells work and the items don't then it is probably the mod.
Might and probably are as accurate as I can get without testing.
Edit: Ninja'd by the experts. ^.^
Hey Celestian, I am only up to page 3 but I saw the time and I need to setup for GAME OF THRONES (tearfest likely) tonight.
What I wanted to know is do you have a writeup somewhere for this extension where some of the cycle options are explained?
I am transferring some of this code from the Core/2E to my S&W for races (I try to copy small parts at a time to understand them and not to take more than need which then confuses readers, including me 6 months later)
I see for example on Ability modifiers:
Modifier, Modifier%, Base, Base%
(There may be more, I only just finished saves one and started on this one)
So modifier seems clear and easy. What is modifier%, is it like +10% on STR? I suspect not since that would result in weird numbers but maybe something in 2E has this its been years :)
What would BASE mean in Ability Effects? Is it like it gives you a Min Str if Base->str->12 is set?? Not sure here -and of course BASE% is even more confusing to me.
6 MINS TO WINTERFELL BATTLE.... I'm outies...
I'm not sure what you're after but the Advanced Effects thread here isn't the same as the Advanced Effects in the 2E ruleset. The 2E ruleset has a expanded list of features on effects. This mod doesn't do anything with base ability scores because 5E doesn't support it.
Sorry, question still stands but will move to workshop and try to restate -wasn’t looking at this ext - made mistake thand bling was same of course it isn’t but was rushing and tried to not start a thread.
Anyhow I it’s still n bio and I posted during the paused hbogo :)
Varsuuk - you are dribbling again!
Hello guys,
I have been trying the extension for a while, but I have experienced a big issue.
Basically, if I use the following syntax, it doesn't work:
IFT: TYPE (dragon); ATK: 2
I left the spaces in the same way I typed it on FG.
However, if I try the same conditional effect, but instead of "ATK: 2", with "DMG: 2d8" (i.e.) it seems working properly.
May someone help me, please?
Thanks :)