Can I use this plugin to automate auras by chance? Thanks.
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Can I use this plugin to automate auras by chance? Thanks.
Basically, an effect that triggers automatically, usually, at the start of a monsters turn when a hostile creature is within a certain range. For example, a terrifying iron golem has a 10-foot aura that does 5 poison damage to all hostile creatures (PCs from the mosnters point of view) at the start of the golems turn.
Cool, thanks.
Hi there!
Quite new here, but I think your extension is just what I'm looking for in my campaign :)
If I understand correctly, with thi I can create items wich can have their uniqe properities, so by equipping on a pc, the effects can take place without detailing them in the actions tab?
For example, if I want to give a slightly altered mace of disruption to on of my players, I can make it so, that he will be able, to use its effects automaticaly, if he has the weapon?
(sorry my bad english, its basically my 3rd language)
Thank you, I'll look into it :D
Any chance of getting a 4e version of this extension? :-)
Hi, Has anyone by chance done a pathfinder version of this?
I don't think it automates it but you can token stack. You can place an aura on npc/pc token to allow visual aid for aura.
There is a video in the link that explains and demonstrates.
https://www.fantasygrounds.com/forum...1-on-DMs-Guild
I have a question. If I wanted to create an extension that created items that included prebuilt effects, and in so doing use this extension, in them how would I go about doing so?
I started with the following:
Basically I used DB.copyNode to create a new copy of an item.Code:local nodeNewItem = DB.copyNode(nodeItem);
local nodeEffectList = DB.getChild(nodeNewItem, "effectlist");
if not nodeEffectList then
nodeEffectList = nodeNewItem.createChild("effectlist");
end
local nodeEffect = DB.createChild(nodeEffectList);
DB.setValue(nodeEffect, "effect", "string", "my effect goes here");
DB.setValue(nodeEffect, "actiononly", "bool", true);
I then try to get the effectlist of that item.
If one doesn't already exist I create a new effectlist node.
I then create a new node for where the effect will go.
lastly I set the values of the fields for the effect.
Now this code doesn't work. The item when viewed has no effects listed.
So I'm wondering where I'm going wrong.
I'm also unsure of what type actiononly should be.
I am quite new to fantasy grounds especially and very new to extensions, however I am currently the DM for 2 Campaigns and a Player for 2 others and wanted to know if it is possible to use advanced effects for any of the following (which would make life so much easier!):
Lay on Hands (Especially keeping track of points used and curing poisons and diseases)
Guidance/Resistance (lets the player use add a d4 to their ability check/Saving Roll)
Bardic/Combat Inspiration (adds a d6 or d8 for improved to a roll)
Combat Superiority Die
Song of Rest (adds 1d6 when Hit Dice are used)
Blessing of the Forge (makes a non magical armour or weapon +1 until end of long rest)
Channel Divinity: Preserve Life (Can heal for point equivalent to 5 times the cleric level upto non bloodied)
Channel Divinity: Sacred Weapon (Adds Cha to a Weapons Attack Rolls for 1 min)
Heroism (Immune to Fear and 4 Temp HP each round for 1 min)
Sleep (roll 5d8 then starting with creature on Lowest HP up to amount rolled and puts them to sleep for 1 min)
Reckless (Gives advantage on attacks for the turn and grants advantage to attackers until start of next turn)
Divine Smite (adds 2d8 Radiant Damage for 1st level spell slot +1d8 extra for undead or each spell level higher)
Mirror Image (add 3 images and attacks have decreasing chance of hitting an image)
Lesser Restoration (Remove 1 condition be it a poison or disease)
Invisibility (Touch a willing creature who becomes invisible for 1 hour or until they attack or cast a spell)
Vicious Mockery (specifically the effect for Disadvantage on next attack roll)
I have managed to create a sneak effect and hex from the forums but found that something is going wrong (They target a creature and attack hit then they apply their sneak/hex effect but then when they roll the damage is doesn't apply it even though the creature is still showing as a target in the CT).
Finally a couple of characters have magical items with powers such as the staff of major power which has spells on it, is it possible to have these powers without affecting the characters spell list?
Any help would be very much appreciated as it would make the game run much smoother.
Many Thanks
Selonuk
Figured I out thanks. The bug wasn't in the code I showed it was elsewhere.
But it did help me figure out other things.
I do have a question about the advanced_effect_editor_main...
Where do the lines come from?
I can't seem to find them anywhere and I want to move one down a little so that I can add a checkbox.
I'm trying to port your extension to 3.5e/pf.
I'm mostly done. i just want to allow for the ability to add an effect to an item that is just a label and does not include the item name.
I'm hoping I can get it so that other effects can use the label but have that label only in effect while the item that created it is used.
This would allow for ammo with effects to see if a ranged item that sets the right effect is in use and then do it's effect accordingly.
Actually I figured a better way to do it. As a new base type of effect.
Still would like to know how the xml works and where the lines are hidden though.
You mind if I post a version of your extension that works for 3.5E and Pathfinder?
I added one item to it as mentioned above. There is a new type, label, it basically doesn't include the item name in the effect allowing for the ability of other items to use it as a trigger.
I'm looking at arrows and bolts. such that +1 flaming bolts would have IF: (Ranged Attack);ATK: 1; DMG: 1d6 fire and the crossbow would have a Label effect "Ranged Attack" that is Action Only.
Equip both items and then use the crossbow and both effects go off.
Couldn't you just do ATK: 1 ranged; DMG: 1d6 ranged, fire ? I'm not sure if 3.5E / Pathfinder work with that, but I know 5E does...
Sorry that should have been IF: CUSTOM(Ranged Attack); ATK: 1; DMG: 1d6 fire. Both support this.
ranged is supported by 3.5e and pathfinder. ranged would go off for all ranged attacks. This will only go off for a weapon with this effect attached.
This is what you're looking for:
https://www.fantasygrounds.com/forum...E-Aura-Effects
Is there anything special that needs to be done to add an effect to an NPC? I've added RESIST:fire to an effect on an NPC card, but it doesn't show when I drag it to the combat tracker. PC and item effects are working normally.
Bah, nm. I read this as my port of this code. lol
my bad.
Thanks for the suggestion - looks like the Death Indicator (Extended) extension is causing an issue. It adds Death Save throws for NPCs and uses the CT to handle some of the messaging so I suspect there's an issue there. I'll bring it up in that thread.
Hi celestian - I'm searching for some documentation for your extension - specifically I'd like to be able to code 'advantage' for damage dice - eg roll 2d6 for a shortbow and pick the highest roll to apply. The AiME 5E ruleset requires such coding, but I have so far been unable to code it.
Hi All,
I have had some great success using the extension to code custom effects to armor however I am struggle to get it to work with the IFT: operator
I am trying to have extra damage done if the target is prone. So far it looks like this in the item detail
Effect Features
[Finisher; IFT: prone; DMG: 1d4]
However when the player clicks the damage roll it does normal damage. the extra 1d4 doesn't show up
Am I missing something? Or am I better off coding the effect right on to the character sheet as DMG: 1d4; [ROLL]; [SELF]? Will the IFT: prone work as a PC effect?
works as expected for me. When you have [ROLL] the effect drops the next time it is used. If you want it to persist, you have to remove that, and it will fire the additional 1d4 any time your target as the prone affect applied to it.Code:Finisher; IFT: prone; DMG: 1d4
Hi Lou,
Finisher; IFT: prone; DMG: 1d4 works fine for me if it put it on the PC sheet as an effect. However I cannot seem to get it to work on the weapon under the Effect Features using the Advanced Effects extension.
E.G:
I create an item in the Item list, lets say a dagger, (1d4) then I put in the effect code so that when the target is prone FG detects it and then rolls 2d4 (1d4 (dagger) + 1d4 (prone)). Put the dagger on the PC sheet and have them equip it. When the PC rolls damage it only pops up 1d4.
Do I need to put 2d4 in the effect code to ensure the 2nd die goes off when the target is prone? Or maybe I need to do 2 separate effects on the item? DMG: 1d4 as the first effect and then a second effect for 1d4 if the target condition = prone?
I did test putting in 2d4 on the weapon effect
Finisher; IFT: prone; DMG: 2d4
but I couldn't get that to work correctly either. It still only rolled 1d4
Assuming the effect is being applied correctly and other settings are correct...My guess is the IFT: prone requires the source of the effect to be the person triggering it but when using AdvancedEffects the source is set to it's origin (Abilities Effect, item/etc).
When they equip the dagger, are you seeing the effect get applied? Because that exact code works just fine for me. I also made sure to apply the Prone effect to the target here by a 3rd party (not the attacker with the Finisher weapon) to make sure that wasn't the problem.
Attachment 36524
Thanks Celestian,
I did some tinkering and basically deleted the item, recreated it from scratch and removed the description so it just had the effect code. Logging in to the localhost it worked fine after that.
Thanks everyone for your help!
Having an issue with effects from items always being set to GM view only, no matter what the visibility setting is. This was tested this morning in a campaign with no other extensions loaded. I can see the effect appearing and being removed when the item is equipped, but it is always set to GM view only.
https://imgur.com/6x4Nr6F.jpg
Yup, I ran across the visibility bug and corrected it a month back but have been waiting on FGU... thinking I could make it work for that when released and push it out since it was a minor thing. Grab the version on the repo (just pushed one with current .ext) that should work.
I am still learning effects. Is there a source where I can learn how to apply and/or use this new extension.....sorry for not understanding all of it yet...
Hi txc,
I'm new as well. Start with the 5e effects page from FG
https://www.fantasygrounds.com/wiki/...php/5E_Effects
Then assuming you have the effects coding module from Rob2e that comes with the license go in and drop them on a dummy PC. See how they work by clicking the magnifying glass and drilling down. It's much easier to comprehend if you reverse engineer as opposed to starting from scratch.
Then once you understand syntax you can add it to other stuff using advanced effects. I built a bunch of equipment with custom effects using the extension and it's great but it can be tricky. Knowing how the foundations of effects creation makes it much easier. And I am by no means good at it. I just looked, tested, compared, failed, iterated.
The first post in this thread provides examples of how it works. But it isn't easy to grasp of you don't understand how effects themselves work.
Depending on what you're looking to do I'd be happy to show you how I worked it out and provide examples. Also the forums are excellent if you have the patience to sift though a bit.
No such effects coding package comes with the license.
Another source of learning how to create and use effects here https://www.fantasygrounds.com/forum...-Videos-for-5E
[QUOTE=Zacchaeus;519209]No such effects coding package comes with the license.
My bad I did buy a lot of content and the licence all at once so I might have missed that
Sorry!
Thanks....I will let you know how I do as I progress in this....the help is greatly appreciated.
There's a paladin in my group that dual wields a shortsword holy avenger and a hammer of throwing. Using the 5E - Advanced Effects extension I put an IFT on each weapon. Giant for the hammer and undead/fiend for the shortsword. That all works great to a point.
Whenever he attacks with either weapon, both IFT are processed.
Is there a way to make it only process the IFT when that specific weapon is being used to attack with, regardless of it's equipped status?