Bummer! But thank you for the feedback. Thankfully avoidance and evasion aren't super common traits that pop up.
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Version Update: 3.19
Fixed: Changed ongoing saves to fall within the pipeline. Fixes Evasion/Avoidance issue. Should also prevent/solve other corner case issues. This is how I wanted to originally implement ongoing saves but at the time I didn't know enough to do it correctly.
Fixed: (E) not working as intended
Removed: Add Prone on unconscious as now native in ruleset
Documentation update: SAVE tags format changed from SAVE: ABILITY (N) to SAVE: (N) ABILITY
On the last point, you can write the Ongoing Save tags either way and it will stay that way for the foreseeable future The new format falls more in line with how FG works so it is highly recommended that the SaveDC be placed before the ability rather than after to avoid any unforeseen issues, which the chance of which I think is small
Absolutely awesome.
Just a heads up but when I was briefly looking at this last night it seemed to be not applying damage on failed saving throws to creatures with evasion, as if they had succeeded. I have quite a few other extensions running though so when I get home from work tonight I'll test it in isolation to make sure it's actually an issue localized to BCEG, and if it isn't I'll find which extension it's experiencing the incompatibility with.
Alright I tested BCEG in isolation and the evasion interaction worked fine. So then I started testing it with other extensions and isolated the compatibility issue down to something not jiving between BCEG and 5E Indicators, by John Waite & Rob Twohy. I reached out to those guys to see if they can patch it. Thanks and great work.
Cool thank you. Ummm ... also I hate to be sending you more bugs but-
Attachment 53777
I have a simple ADVSAV: wisdom effect on a character; now it was originally a TREGENA: 5; ADVSAV: wisdom effect so that it gives them the 5 temp points when you add it but that part disappears and you're left with only the advantage to wisdom saves remaining (so that part is working as intended) ... but when I try to make the character roll a wisdom save to test that, I get the error message that you see in the attachment image I included. I disabled all other extensions except for BCEG and still have this error.
Just to be sure I also loaded up the game with no extensions at all, and the ADVSAV: wisdom syntax started working, so I'm pretty sure this is also a BCEG issue.
No problem. Thanks for the report and I’ll roll it in the same update
EDIT: Just saw that the poster before me has the same problem, so this is just another instance of the same error.
Hey, I just got BCEG but unfortunately encountered an issue when I attempted to roll a saving throw manually from both the PC character sheet or an NPC sheet:
Attachment 53789
If I double-click on the save field, nothing happens except for this message. With Drag&Drop into the chat window, the save is rolled but the message is still popping up. No other extensions are enabled.
Any idea what could be the issue? Anyway, thanks for looking into this!
Version Update: 3.20
Fixed: Script error when rolling save from character sheet
Fixed: Save handler not overridden just registered for
Attachment 53808
switching from the requested rolls forum
I have an issue with the DMGAT effect, it works fine when using it for all damage but when i specify a specific damage type like "DMGAT: fire" or "DMGAT: piercing" then I get the following error and the effect does not activate
[ERROR] Script execution error: [string "scripts/manager_effect_bce.lua"]:409: attempt to index field 'aDamageTypes' (a nil value)
Thanks for any help in advance.
I'll take a look. Thanks!
SDMGADDT is not working for the player but does work for the DM.
Attachment 53841
Attachment 53842
The first one is of the dm making all the inputs. the second image is the player making the inputs from the localhost thingy. I think I may have made a mistake on which part isn't working it might be the SAVEA, but to be honest I'm not technically savvy enough to say for sure. It used to add the custom effect and make the creature roll a save then keep the effect if they fail. And then on subsequent rounds it would apply damage and roll a save at the end of the creatures turn.
DMG: 2d6 fire; SDMGADDT: FireRune;
FireRune; Restrained; DMGO: 2d6 fire; SAVEE: STR 8,[CON],[PRF], (M) (R); SAVEA: STR 8,[CON],[PRF], (M) (R)
It's working for Alvaconkin also.
The blank you see Rhagelstrom is the char name.
Why the player can't see the effect is because the DM has DM rolls hidden from the players. The monster saved, and removed the effect.
It's working perfectly for them, and us.
Version Update 3.22
Fixed: DMGAT script error from ruleset change
Fixed: DUSE not working with damage filters
Fixed: More guards around delayed expire for EXPIREADD support
Fixed: Adjustment for [SDC] as first option in ongoing saves
Think I also never announced 3.21
Fixed: SAVEADD not working with requested rolls and rolled from a client
When you rolled that is that from the localhost instance as the player or in the main instance as the DM? The issue I am having and am still having is that, when the player rolls the damage on the creature it stops at the point shown in the player instance image and never rolls any save. I can see it from both instances that it stops. It doesn't continue the string.
The images I provided are of two different attempts at the effect. The first one is rolling in the DM client instance as the DM from the character sheet. The second image is from the localhost instance as the player rolling the character sheet. If it is functioning correctly for you this way then I am really at a loss as to what is going on for me. It is the only extension I have running so it isn't that kind of conflict.
I'll take a look at it again and see if I can reproduce.
I'd like to setup the 5e, Monk's Agile Parry. This is how the ability reads...
"If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated."
I believe this can be accomplished with the combination of 5eAE and BCEG. This is what I have setup so far. A custom melee weapon to represent the unarmed attack with this syntax in the Effect Features of the custom weapon... ATKA: AC:2; TURNDS.
Two things that are not acting they way I want. The activation on attack seems to apply no matter which weapon I attack with, and the effect is "on" when the character is first added to the combat tracker. Thoughts on what I'm doing wrong?
Version Update: 3.23
Fixed: DMGADD tag family not working from client
I do have Advanced Effects. I mistakenly noted 5eAE above. Applying the AE, Action Only feature doesn't help. Nothing changes in terms of any weapon attack triggering the effect to activate. It also does not cause the effect to enter into the combat tracker as deactivated. Lastly the AC does not properly apply when it is checked on.
So there is no "action only" for AC, doesn't even make sense.
What you can do is trigger an effect to be applied when you use an action.
The coding for this is
So what you want it to do is apply an effect any time you use this weapon making an attack with this weapon, that lasts 1 round.Quote:
"If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated."
So you would want first the weapon to apply an effect so you can use an IF statement.
So something very simple. "Kensei Weapon" but this on the weapon as you normally would for AE (wont be Action ONLY).
Next you apply an effect to yourself when you attack with this weapon.
This would be set up for a duration of 1 round.Code:IF: custom(Kensei Weapon); AC: 2
Attachment 53902
EFFECT ADDED TO CHARACTER -- Fire Rune; DMG: 2d6 fire; SDMGADDT: FireRune;
CUSTOM EFFECT -- FireRune; Restrained; DMGO: 2d6 fire; SAVEE: STR 8,[CON],[PRF], (M) (R); SAVEA: STR 8,[CON],[PRF], (M) (R)
The part of this effect STR 8,[CON],[PRF], doesn't seem to be working any longer. I don't know if this syntax is no longer valid or not. The save DC regardless of proficiency bonus and constitution modifier is always equal to 8.
See attached image with save outlined in red rectangle.
It should be until the start of the next turn.
I've been applying a custom power/effect of AC: 2; TURNDS when recognizing the appropriate conditions to accomplish my request but it felt like the enhanced BCEG combined with AE would enable this to be accomplished by associating it with a specific weapon attack. One less click the user has to remember to make.
Yeah, I don't think it can do it how you wanting to do it as it is now. BCEG does have some ACTION ONLY adjustments but I know Ryan already said he doesn't like having to mess with it, the ones like DMGADD ones, are issues for Ryan all the time and he made the be respected by ACTION ONLY from AE. So would have to ask him to change ATK (ADR) ones in there too.
Without having them be respected by ACTION ONLY, you can't do what you talking about. Currently if it was active on dmg, you could do it, but these are active on attacks (which means it doesn't even have to hit).
Setting something to 1 round will cause it to drop at the start of the THEIR next turn by default. So when you said "Should be until the start of their next turn" that's what 1 round duration by default means.
Using TURNDS will disable it but not remove it at the start of their next turn, which IMO I like better because then the player can just click the active button in the CT to apply it again on oneself. However, it will also always be in the CT showing even if they not using that weapon or attacking with like that.
So really depends on playstyle. If the using it pretty much every round, I would do TURNDS, but it's likely best to do it like most skills/spells/attack effects where after you do the action that has an effect, you apply the effect.
I think this has to do with the updates lately that he is changing it over to be SAVE: [DC+MODS] [SAVETYPE] instead of the older way of SAVE: [SAVETYPE] [DC+MODS].
Currently he is trying to support both old way and the newer way, so I think that's why this error is there, so sure he is going to have to fix this or just change over to one way or the other.