In my test it appears now that concentration is being ignored? I cast Bless on one target and then on another and neither effect ended.
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In my test it appears now that concentration is being ignored? I cast Bless on one target and then on another and neither effect ended.
I guess I'm completely missing your issue because Bless is a multi-target spell; all of which fall under the caster's singular concentration. Today's fix corrected the issue where each target, of spells like Bless (Faerie Fire, etc.), were being counted as a separate concentration spell.
Turn on the option to consider duration and it'll knock off the one cast the previous round because the one you cast will have duration 10 and the last round bless will have duration 9.
Consider duration should probably be always on, maybe not even an option to turn off.
Hi
Have you had the time to look at making the SDC work for pathfinder? It would be great if you could.
Just a friendly reminder in case you had forgotten.
Information about pathfinder Save DC:
https://www.fantasygrounds.com/forum...l=1#post612749
Pathfinder character with spells of every "DC kind"
https://www.fantasygrounds.com/forum...l=1#post612821
It was mentioned a few pages back, but SAVEA does not seem to work still, just me?
Here is the context in which I am attempting to use it. The SAVES and damage work great.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M) (H); SAVES: WIS [SDC] (M) (H); SAVEDMG: 3d8 radiant; (C)
I have also attempted to use the SAVEA by itself, but still nada. No errors are presenting in the Console
I tested and the SAVEA seems to work as intended when not used with aura. With aura it doesn't fire and it might have to do with the way aura adds auras to actors. I'll take a look.
Edit: It looks like it has something to do with the conditional checking of IF: FACTION(foe). Still looking at it.
I'll take a look. If I recall it wasn't as straightforward as I'd like it to be.
Would it be possible to create an effect that rolls whenever a creature takes damage (possibly with advantage)? This would help to emulate certain charm spells that allow a save to resist whenever damage is taken.
Tasha's Hideous Laughter
Dominate Beast
Dominate Person
The charm effects from a succubus.
There are other examples, but those are some of the common ones. I specify having a version that also prompts advantage because effects like Tasha's Hideous Laughter cause you to to make damage-triggered saves against it with advantage.
I use the following and it triggers as is both when they move into it and at the start of the turn. It also works if I drop the SAVEA or drop the SAVES.
AURA: 15 foe; Spirit Guardians; IF: FACTION(notself); SAVEA: WIS [SDC] (M)(H); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 necrotic,spell,magic
I've noticed an error when I place the dodge effect on a PC and it expires. It seems to expire correctly after the error is generated. I am placing the effect off of the created effects on the right hand side of effects that are added by the extension I believe.
Unless I am mistaken (and I may be), BCE has an accompanying bettercombateffects.mod that includes premade enhancements to the effects list window, one of which is a dodge effect that uses BCE with the correct expiration of Dodge. Exhaustion used to be part of that as well before it was pulled into it's own extension.
Version Update 2.11
Changed TempHP is Damage default from off to on as to work RAW
Changed restrict concentration to only match the name tag instead of the entire effect so things like hunters mark can be done with concentration restriction on
Better documentation on the what the options do.
Added DMGR - Damage Reduction
DMGR: (N) [damage type(s)] Reduce the damage taken by the specified damage type(s) by (N).
Heavy Armor Master; DMGR: 3 slashing, bludgeoning, piercing, !magic
Added SAVEONDMG (5E Only) experimental. - Roll save when the actor takes damage. It doesn't do advantage or disadvantage. There is an automatic save advantage ext out there that might work for that. I'll probably look at rolling in adv/dis on saves at some point
SAVEONDMG: [ability] [SDC] Roll save when the actor takes damage
Dominate Person; SAVEONDMG: WIS [SDC] (R); Charmed
The addition of SAVEONDMG is all I could've ever asked for~ It comes up quite a bit in our show. Thank you so much!
Having DMGR is going to be wonderful as well, since it will hopefully eliminate the suboptimal interaction that RESIST: X has with other resistances.
Frankly, this extension is long since past the point of basically being essential for the full FG:U experience.
Version update 2.12
Hey all a few changes from yesterday
Moved DMGR to 5E only. 3.5E already has DR and DMGR was throwing a script error for 3.5E
Fixed SAVEONDMG to properly process [SDR]
Added SAVEONDMG to 3.5E
Changed DMGR to accept a dice string instead of a number so you can now do the following
Interception Fighting Style; DMGR: 1d10+2 all
Deflict Missles; DMGR: 1d10+5 ranged,bludgeoning,piercing
That's amazing! Thanks for your hard work!
Thanks so much for this extension. Not sure if I'm doing something wrong but the "Deflect Missiles; DMGR: 1d10+5 ranged,bludgeoning,piercing" doesn't work for me. If I remove the ranged part "Deflect Missiles; DMGR: 1d10+5 bludgeoning,piercing" it works. Doesn't seem to like the ranged part for some reason and fails completely
4E: When applying damage I am getting text in the chat box s'Noope'
I dont have other extensions loaded except the Winter Theme
Version update 2.13
Fixed - Damage reduction was not working properly when using ranged or melee
Fix 4E - Removed debug statement
4E: BCE v2.13
I am still getting the s'Noope' in the chat box when rolling damage.
Tested in a campaign with no other extensions, it looks like something in BCE is causing the Damage Threshold (DT: X) effect to not work. When rolling damage against someone with it on it returns an error.
That fixed it. Thank you!
PFRPG: BCE 2.14
Tested in a new campaign with no other extensions, it looks like something in BCE is causing long rests to not work. No error is given. No hitpoints are restored and no abilities are reset.
I play pathfinder.
I have an effect that I activate 1/round that gives me 3 extra AC against one melee attack. I can manually activate this as an effect every round and is like:
Shoulder roll; AC: 3, melee (expend on next roll)
If there was a way to deactivate this effect on the next roll instead of removing it I could activate it on the start of each of my turns automatically with this extension like this I think:
Shoulder roll; AC: 3, melee (expend on next roll); TURNAS
So are there any way to do this? Or include it in this extension? It is only a small quality of life thing for me, but I have 3 of these I need to activate each round. It would be nice to not forget to activate one of these :)
There isn't a way with PF to do this when a target is attacked. You can do it however if the target takes damage with DMGDT. Shoulder roll; AC: 3, melee (expend on next roll); TURNAS; DMGDT
I did do what I think what you are looking for with ATKDS for the 4E rule set. I didn't think there was a use case to expand that to other rule sets but I can look into implementing ATKDS for 3.5E