Try with DMGDT: all
This came up in a recent discussion on our Discord and that was the resolution.
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Good afternoon community,
i would like to code the following but it is ahrder then what i expect:
'' Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 15-foot radius of you takes a —2 penalty on attacks, AC, and saves for 1 min or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.''
How can i had multiple effect with it? this is my code:
'' Aura of menace; AURA: 10 foe; IF: FACTION(foe); SAVES: CHA [SDC]; SAVEADD: ATK: -2; AC: -2; SAVE: -2''
Thanks for your help
I think you need Equipped Effects for something like this to work. (Maybe not, but most people have it anyways)
The SAVEADD would need to be an effect name and then have that effect named something in the effects list.
Code:Aura of Menace; AURA: 10 foe; IF: FACTION(foe); SAVES: CHA [SDC]; SAVEADD: AOM
Make sure to set the duration of the AOM to 1min, I'm not sure exactly how to do the removing once hit "successfully hits you" but there is a tag for it. I'm just working you through the basics I'm sure you can get it after this.Code:AOM: ATK: -2; AC: -2; SAVE: -2
Thanks @MrDDT!!!
Hi,
after review all of the possible modifier, I think we can't have AOM effect apply on PC removed with something. All of the modifier is mainly for actors or I missed something? It will be manually by the DM to remove it.
Thanks again, the first part working great!
There isn't a trigger to do something on successful attack. You might be able to automate it when it takes damage although just because an attack hits doesn't mean it takes damage.
DMGRT: all
You could also look at trigger me timbers extension, that might get you the last mile.
What a great community we have!
Working perfectly with trigger me timbers:
Add two conditions and 1 action!
Attachment 53410
Really niche case, but with the option for "Add Prone when Unconscious" set to ON, reducing a Zombie with Undead Fortitude and the Automatic Death Resistance extension working, the Zombie will make the Undead Fortitude save and have the Unconscious effect removed, but still have the Prone effect added. Anyway to have the automatic Prone effect not added if a creature has Undead Fortitude (or similar feature)? Hopefully this explanation is clear, but let me know if you need further clarification.
Pulled in the fixes from BCE
Version Update: 3.15
Fixed: EXPIREADD adding twice....again
Fixed: Rare script error with ongoing saves
Fixed: Potential script error with experimental parsing
Added: Save icon for save messages output to chat
Added: (5E) Option to add or not add prone to unconscious NPCs with Undead Fortitude trait
Documentation update
Wow thanks man for all the updates and keeping this thing so freaking awesome!
I'd say yes but depends. The issue is when using Automatic Death Resistance extension, the apply prone when unconscious and dropping to 0 hp is rather annoying for a DM with a horde of zombies because it needs to be manually clicked off each time. Anything automated by that extension will have this issue. If you aren't using it, then no problem. Probably the real solution is for that extension to disable FG from adding unconscious for that split second when Automatic Death Resistance is figuring out if the actor is actually unconscious or not and only apply unconscious if they are.
Version update: 3.16
Fixed: Ongoing saves conflicting with BIDI extension
Fixed: Ongoing saves not taking into account save filter
Code Cleanup
Updated README.pdf formatting
Thank You for making this awesome!
Hey there,
I wonder if there is anyway to fully automate a spell like Enemies Abound from 5E using BCEG. The nuts and bolts of the spell is that the target makes an intelligence saving throw and if they fail they suffer the spell effects, and they can repeat the saving throw every time they take damage. Lastly, the spell doesn't work on creatures who are immune to being frightened.
The first two bits are no trouble to code up with BCEG. I just wrote them like this:
Enemies Abound; (C); SAVEA: INT [SDC] (R)(M); SAVEONDMG: INT [SDC] (R)(M); NOTE: Does not work if immune to frightened, must target creatures at random, must take all available attacks of opportunity
The problem I'm having, as you can see from the syntax above, is that I don't know of any way to code it so that it checks to see if the target is immune to the frightened condition, and just ignores the effects if the target is.
It doesn't look to me, from my limited understanding, that the IF syntax can be used to check for a certain kind of condition immunity.
Is there a way to do this through BCEG?
Thanks.
I haven't tried it but is this something that If not untrue effects extension can help with?
https://forge.fantasygrounds.com/shop/items/591/view
Well, I think the problem is that the IF/IFT syntax can only check for conditions (frightened, paralyzed, blinded, etc) and what FG calles conditional operators. Those operators are: alignment, size, creature type, wounded, bloodied and a custom tag.
Checking for whether or not something has immunity to a particular condition does not appear to fall under any of those operators so I suspect that the If Not - Untrue Effects extension, while super handy in other ways, wouldn't solve this issue, since being able to check whether something does or does not have a specified condition or conditional operator isn't my sticking point.
My problem is I don't see a way to check for condition immunity at all.
Oh I'll have a look at trigger me timbers and see if that's something it can do.
Does INT:19-X still not work? Doesn't seem to be working on my end. I noticed in the changelog it broke a while back but it seemed based on the comments in this thread that it was fixed.
Ah, interesting. Thank you for the quick reply and work-around!
I saw this was updated on the forge, but didn't see anything listed here for update notes.
Version Update: 3.17.1
Hotfix: ActionDamage.applyDamage header change in 5E Ruleset
When loaded with Advanced Effects, I have an issue where whenever I deal damage to something I get the following console error, and no damage is dealt to the target.
EDIT: Apparently, this doesn't just happen with Advanced Effects. I'll try to figure out which specific extensions this happens with.Quote:
[7/20/2022 2:02:31 PM] s'ActionDamage.applyDamage - DEPRECATED - 2022-07-19 - Use ActionDamage.applyDamage(rSource, rTarget, rRoll)'
[7/20/2022 2:02:31 PM] s'ActionDamage.applyDamage - DEPRECATED - 2022-07-19 - Use ActionDamage.applyDamage(rSource, rTarget, rRoll)'
[7/20/2022 2:02:31 PM] [ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1022: bad argument #1 to 'match' (string expected, got nil)
EDIT2: Nevermind the previous edit, the other extensions I'm having a problem with do this regardless of whether or not BCEG is loaded.
I'm having that error as well, and isolated it down to something happening between 5E - Advanced Effects & BCEG, as the damage is dealt and the extension works fine when BCEG is run in isolation.
I have a fix in for this. Hopefully it will be up shortly. Sorry for the errors as I was caught off guard.
Version Update: 3.18
Fixed: script error when using advanced effects from ruleset change
Unfortunately, I've also found an error in how BCEG is interacting with Constitutional Amendments.
Attachment 53652
The saving throw and the damage both roll like they're supposed to, but when the damage needs to be applied, I get this error message, and no wounds are applied.
Attachment 53653
Yes CA is currently known broken. I posted a link to a fix, although I haven't tired it myself, in the CA thread. Once CA is fixed and if it is still happening I'll revisit.
Thanks very much.
Hey there, during some recent testing I came across something:
Evasion doesn't seem to work with any of the saving throw syntax of Better Combat Effects Gold.
For example, if I give an NPC the Evasion effect, and then use normal Fantasy Grounds code to give them first, a dexterity saving throw, and then a damage roll ... they will take no damage on success or half on a fail.
But if I use BCEG to roll the saving throw and the damage into one effect such as something like:
Then the Evasion effect is basically ignored, and the NPC will take full damage on a fail, and half on a success.Quote:
Lightning Bolt; SAVEA: DEX [SDC] (H)(M); SAVEDMG: 8d6 lightning, spell; STURNRE
I'll take a look. Have an idea what is going on.
Looked at this and while there are a number of ways I could make this work, there is a fundamental change that needs to happen which is more involved and will avoid future similar issues. For now evasion and avoidance are considered broken with ongoing saves in bec and bceg. Sorry for the bad news.