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5E - Better Combat Effects Gold
5E Better Combat Effects Gold
Forge Link: 5E Better Combat Effects Gold
Documentation: README.pdf
Videos:
Concept/Overview
Change State
Conditional Operators
Better Combat Effects Gold (BCEG) is an extension that allows for fine tuning of when effects are enabled, disabled, removed, and added. Better Combat Effects Gold is specifically tuned to support 5E Automatic Effects packages. The features added allow BCEG and 5eAE to automate NPCs and PC effects to work as written in Fantasy Grounds Unity.
Building off of the wildly popular free extension Better Combat Effects (BCE), BCEG is the next evolution of the product. It is backwards compatible, while adding new and exciting features. All future development will happen within BCEG.
Note: A module is included with this extension which contains complete documentation.
Additions BCEG has over BCE:
- Save vs Condition - Saves against conditions and damage will automatically be granted adv/dis based on the traits of the actor making the saving throw.
- ADVCOND,DISCOND: [condition] - Explicit advantage/disadvantage when rolling a save vs condition or damage type
- Documentation module - A module is include with this extension that details a complete list of effects tags for BCEG
- Ongoing Saves (ADV) (DIS) - (ADV)(DIS) can be added to BCE ongoing saves to grant advantage or disadvantage
- DUR: (N) - Dynamically set the duration of the effect at time of add. (N) can be number or dice string
- SAVERESTL - Perform ongoing save on long rest
- SSAVES, SSAVEE - Perform ongoing save on the source of the effects turn.
- EFFINIT: (N) - Set the initiative of the effect on add
- NOREST, NORESTL - Actor gains no benefit from short rest/long rest
- DMGA,DMGD,DMGR now accept damage and range types as filters
- ATKD,ATKA,ATKR - Activate, Deactivate, Remove effect when the attack action is taken
- SAVEADD: (N) (effect) - Will only activate when the save fails by (N). Think of this as a "Hard fail". If (-N) will fire when the result is N or less.
- TATKHDMGS: (D) - Source of attack takes damage from target on successful hit
- TATKMDMGS: (DC) Source of attack takes damage from target on miss
- Replace FGU [] Tags - Tags like [PRF][LVL][CLASS] can now be defined in the NPC sheet effect list as (PRF)(LVL)(CLASS) to process as expected
- (DE) - Will disable the effect on use
- SDC - Can be written as [SDC] or (SDC)
- (E) - Will remove the effect when the source of the effect drops to 0 HP
- DUSE - Will deactivate the effect on any tag match
- ATURN - Activate Effect on the start of any Actor's turn
- SDC: (N) - Will add or subtract (N) from the Actor's spell save DC
- ELUSIVE - No attack roll has advantage against this Actor
- UNFLANKABLE - Attack rolls do not gain flanking bonuses against this Actor - Requires Flanking and Range extension
- ATKHA,ATKHD,ATKHR, - Activate,Deactivate,Remove effect when the attack is successful
- ATKMA,ATKMD,ATKMR, - Activate,Deactivate,Remove effect when the attack is unsuccessful
- ATKHADD - Add custom effect when the attack is successful
- ATKMADD - Add custom effect when the attack is unsuccessful
- ATKFADD - Add custom effect when the attack is fumble (critical miss)
- ATKCADD - Add custom effect when the attack is critical hit
- (RA) - Added to remove effect on any save
- Spell attack and Spell Range filters and ATK([range],[attack type]) conditional operator which will return true if matching range filter or attack type filter
- SNEAKATK, RAKISH, - For rogue sneak attack automation and rakish audacity
- Automated Pack Tactics Trait
- DESTROY - Destroy Actor when added
- SAVEONDMGT -Same as SAVEONDMG but applied to the target. Subsequent tags (SAVEDMG, SAVEADD, SAVEADDP, etc) will also apply to target
- CDMG,MDMG,HDMG - Crit damage, Max Damage, Half Damage. Works like modifiers buttons but also accepts filters.
- Reistance to spell damage
- ATKADDT, ATKHADDT, ATKMADDT, ATKFADDT, ATKCADDT - Add effect to target on attack type
- Players own Actors effects and can delete from CT
- HEAL - accepts max descriptor for maximum heal
- OBSCURE - Mark Actors as obscured as well has how they are obscured
- House Rule (option): Truesight,Blindsight,Tremorsense negate Invisible if the target can see the attacker
Links:
Better Combat Effects Gold
Buy 5eAE here on DMs Guild by Aridhro
Learn more about 5eAE here by Aridhro
MeAndUnique Extensions
Grim Press Discord