Current Version: 0.3
Functions like IF: ; and IFT: ; except checks if proceeding conditions are absent.
- IFN: condition; - Ignores the remainder of the effect components within the effect label, unless the source actor does not have the specified condition.
- IFTN: condition; - Ignores the remainder of the effect components within the effect label, unless the opposing actor does not have the specified condition.
Options
The following is under construction. would not function correctly with multiple targets
Apply IFTN effects with no target - Off by default
- Off: Effects proceeding IFTN will not apply effects when no target is selected
- On: Effects will apply even if no target is selected
A note about compatability:
any extensions that modify EffectManager5e/manager_effect_5E may have conflicts; please report any found issues in this forum.
Incompatible Extensions:
- Fantasy Grounds Ongoing Save Effects by Kent McCullough and Rob Twohy
I am new to LUA and XML writing, so updates/improvements may not happen very often.
The extension is available on Forge.
Changelog:
ver. 0.11 - changed load order to 0 to reduce chance of overriding other extensions and added more appropriate logo.
ver. 0.2 - some redundancy removed from script, load order adjusted to 100, added compatability to Advanced Effects by celestian.
ver. 0.3 - fixed compatability for Advanced Effects by celestian.
for anyone here because of duplicate or disabled file/extensions; please navigate to your FGU data/extensions folder and remove any IF Not-Untrue Effects ext files and run an update.
The current file should be named: IF_NOT-untrue_effects_berwind.ext and the extension menu name is Feature: Untrue Effects