What are you seeing? It appears to be working correctly on my end
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I think I have worked out what was happening. If it isn't the NPCs turn in the combat tracker it fails completely if ranged is in the code. If it is the NPCs turn it works fine with ranged in the code. So it needs to be the attackers turn in the combat tracker
Sure. Sorry to be a bother
First image is heavy crossbow targeting the monk but it is the skeletons turn as it is using the crossbow
Attachment 50087
Second Image is when changing the turn to the heavy crossbow
Attachment 50088
Another issue I have noticed is if you have 2 sets of modifiers in the code it double counts the second when you roll against it. E.g. when using deflect missile with 1d10+[DEX]+5 to account for the monk level and dex modifier the dice rolls a 1 (with dex +5) and shows as 11+5 in the combat tracker instead of just 11 so when you roll against the monk it adds another 5 making it 16 you are rolling against instead of 11. (Also can't use 1d10+[DEX]+[MONK] but I think that is a FGU thing not your extension.)
Attachment 50089
I still can't reproduce. I checked and what I'm processing is the source of the damage and the target, not who has initiative. The screenshots look fine and it should work. Are you running any other extensions?
I did think about this and wasn't sure if FG handed that or not vanilla. That might be a future add.
No other extensions. I'll start a new campaign and try again. Might be a db issue in the campaign. Will let you know if I see the same in a fresh campaign
New campaign with only BCE running. Still having issues when ranged is in the effect.
I don't think it actually is the turn order. If I run the damage from the combat tracker and not the NPCs sheet the effect works (ie Expand the Offence on the combat tracker). If I do damage from the NPCs sheet it fails (I don't normally have offense open so if it isn't the NPCs turn this doesn't appear on the CT)
Attachment 50092
I'm opening the character sheet from the CT using the shield. As long as the offence is expanded in the CT it will work from the character sheet. If it is minimised it doesn't work from the character sheet. Strange that no one else is able to replicate
Attachment 50101
This has nothing to do with BCE, this has to do with FGU.
If you using a ranged attack from the NPC sheet, it will not understand ranged/melee damage.
It's only after it's parsed that it does it.
You will notice that the NPC sheet will NEVER (On the NPCs turn or not) give you a ranged effect in chat. It' not until after it's parsed that it has the show ranged, this is standard FGU.
You can tell it's a ranged damage, it will say "DAMAGE (R)" whereas any attack from the NPC sheet, will say "DAMAGE"
Yes this seems to be what is going on. Damage from the NPC sheet isn't typed ranged/melee. It might be the reason why there isn't ranged/melee damage support in FGU for IMMUNE, RESIST, and the like. This is probably something out of scope to fix for BCE and people will just have to do piercing/melee from the CT and not the NPC sheet.
Thanks MrDDT. I've been using FGU for over a year and never noticed that. Only ever noticed the (R) on the attack roll. Will have to remember that or just keep the offense expanded so when I forget. At least I'm not crazy and it was happening it was just expected behaviour for FGU. Thanks again.
FG can handle it (if I understood the conversation; just skimming), but one has to know the syntax. One usually has to use spaces in order to tell FG to sum something, for example d10 [DEX]. If one wants to add other stuff to it, then one has to delimit them by a comma as in d10 [DEX], [MONK] :)
Version Update 2.17
Fixed - Some ongoing saves were not respecting conditionals properly
Fixed - Special tags now fully supported, and summation
Added - Support for damage reduction to 4E
I updated the documentation for Deflect Missiles and Interception Fighting Style. The new coding is
Interception Fighting Style; DMGR: 1d10 [PRF],all
Deflict Missles; DMGR: 1d10 [MONK],[DEX],ranged,bludgeoning,piercing
When I apply the effect "Dodge; TURNRS" 1 RND it throws an error after it expires each time, it works correctly otherwise. It's one of the custom effects that was already created. Any idea why or how to best update?
Strange bug happening. When I scroll over certain entries the chat gives back an odd result. It's hard to explain, so I decided to just record it. This is in a session with only BCE on.
https://www.youtube.com/watch?v=2d1-o-1GnQc
Attachment 50160
Hello, since last night update, each time i open a new NPC, i get a long stream of "Programing Text" ? on the chat.
I tried removing each extension, and find out that "Better Combat Effect" is doing it.
Thank you
Version 2.19 not loading for me, still on 2.18 even after an update.
https://www.fantasygrounds.com/forum...1&d=1638469380
https://www.fantasygrounds.com/forum...1&d=1638469374
https://www.fantasygrounds.com/forum...1&d=1638469572
Out of curiosity, I decided to test that and I'm having exactly the same issue. Attachment 50182
Try check for updates
I just did. Just rebooted FG and ran updates again. Still showing 2.18, and still getting the odd hat messages.
Updated to 2.19 and the problem seems to have stopped~!
The update seems to have fixed the errors appearing in the chat box.
Thank you.
Version update: v2.20
Added Automatic Powers Parsing 5E:
Will automatically parse Powers (NPC sheets and spells) and automatically setup up some effects using BCE codings. This is defaulted to off in the options menu. Spells that have already been added to a PC must be deleted and re-added to take advantage of this feature.
This should eliminate the need to use some 3rd party effects codings or the headache of setting them up yourself. I think once you play around with this you will see what it is doing. Some example suggestions of NPCs to try but there are many more: Gauth, Gelatinous Cube, Adult Black Dragon. This is a work in progress to be expanded on so any feedback is good.
I haven't tinkered with this update yet, but I know exactly what you're shooting for and once it gets thoroughly fleshed out, it will be a MASSIVE boon to players and DM, alike.
Amazing, thank you for continuing to improve upon an already fantastic addition to FG.
Hi, just would like to confirm what i have to do, to have the following coding in the NPC and when added to combat tracker it will be already there:
Shadow; SDMGADDT: Strength Drain, only Strength drain appear on the combat tracker.
Attachment 50202
It seems there's a bit of a language barrier here, and I apologize, but I'm not sure what the exact problem or the solution was. I'm trying to get a handle on how this new functionality works, so can someone help me understand this?
I have the BCE extension loaded but I don't see where I can create custom effects. What am I missing or overlooking? Is it the Custom List that is show when you click the EFFECTS button in FGU?
Yes, that is it. Click plus sign and add one. Rounds is auto set to 1.
So watch out for that.
Hi,
Is there a way to remove an effect such Charge_Goat; SDMGADDT: Goat Charge after the target have rolled the ST?
On roll does not work as already reported because it's not roll on the Source but on the Target...I assume.
The best way I found is the following:
Charge_Goat; SDMGADDT: Goat Charge; DMG: 1d4; STURNRE