Thread: Better Combat Effects
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May 30th, 2021, 03:30 #1
CoreRPG Better Combat Effects
Better Combat Effects extension allows for fine tuning of when effects are enabled, disabled, removed, and added.
Documentation
Supports CoreRPG but additional functionality for 5E/3.5E/4E/PFRGP
You can find Better Combat Effects on the Forge with full documentation
Better Combat Effects Gold is an version of Better Combat Effects which provides more integrated support with 5E Automatic Effects packages
V 4.0
Feature: BCE saves support (RA) which will remove the effect on a failed or successful save
Feature: DMGR will now stack with itself
Under the Hood: Moved signifgant code around to more fall in line with the FG paradigm and pipelines. Should be easier to maintain and less prone to errors
Under the Hood: Added a binary sorter for better performance when searching custom effects window with a lot of effects.
V 4.1
Fixed: Saves for Pathfinder not working
V 4.2
Fixed: PFRPG Conflict with Advanced Automation and Overlays extension
Fixed: Add effect/condition tags where not adding condition
Fixed: (R) removing on any save rather than just success
V 4.3
Fixed tags SDMGOS,SREGENS, STREGENS, SDMGOE, SREGENE, STREGENE fireing when the were not suppose to
Under the Hood: Luacheck for automated code checking for errors/warnings
Under the Hood: Formatting
V 4.4
Fixed: Script error when damage applied is negative
Fixed: Script error when using -X
V 4.5
Fixed: PFRPG script errors and Kelrugem overlay(s) support
V 4.7
Fixed: PFRPG tag STACK code missed in refactor
Fixed: On add tags not doing something when target is self
Fixed: Tags without modifiers not processing
Fixed: STURNRE/STURNRS needs adjusting with refactor
V 4.8
Fixed: PFRPG added back saves ability to be long form or shortform. Long form is deprecated
Fixed: Cleaned up effects builder support
More DB calls cleanup
4.9
Feature: Added DUR so the effect duration can be set on add
Fixed: SAVEDMG not working if effect is disabled before damage is calculated
Changed: TURNRS, TURNRE will remove if effect disabled
4.10
Feature: Change state added a change state cycler in the CT, powers, custom effects window. Change state tags are all the tags that Activate/Disable/Remove an effect on start or end of turn. Should see better performance on change of turn.
Feature: DUSE which disables effect when it is used added to the Apply cycler
Feature: Option to Deprecate Change State tags. You need to enable this for the performance gains however the Change State tags will no longer work so you'll have to have all your change state done via the cycler.
Notice: At some point in the future Change State tags will be deprecated and removed. Since this is such a big change there will be a few months worth of grace period.
Fixed: [SDC] not calculated correctly for warlock
Fixed: Tag SDC not adding bonus to [SDC] on replace
4.10
Fixed: Logic for change state cyclers
Fixed: SAVEA
Fixed: (RA) not removing
Changed: RTE will not add +1 dur
4.11
Fixed: Change State cycler SDS not working
4.13
Feature: Effects Migrator
Fixed: CS none with duration sometimes increasing duration
Version Update: 5.14
4.14
Fixed: Change State Remove on end of turn needed some tweaking
4.15
Under the Hood: Performance improvement on change turn
Fixed: More descriptive labels for ongoing damage and ongoing regen
4.16
Fixed: Change State encoded to CT when loaded from module via Equipped Effects or similar extension
Fixed: Chance template name collision with Random Encounter Generator extension
Fixed: Script error when dragging attack roll from chat to CT
Changed: DMGR with an empty filter will assume all. all is no longer required for all
4.17
Fixed: NPC Innate Spellecasting with [SDC]
Fixed: Changed utilitybox to match for FG 4.4.0
4.18
Fixed: Migrate Effects dialog for under the hood changes
4.19
Fixed: New custom effects not detected by BCE/G
4.20
Fixed: 5E Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
4.21
Feature: Starfinder RPG support
Fixed: CI indicated potential bugs
4.23
Fixed: SFRPG Damage to Stamina Points without damage to wounds did not trigger DMG tags
4.24
Feature: 5E - [SDC] can be forced to be evaluated from a stat by [SDCINT], [SDCSTR] etc.
Fixed: 5E - [SDC] not falling back to group when cast power isn't present
Fixed: Remove change state not readjusting dur correctly for source effects
Fixed: EXPIREADD descriptors split incorrectly
4.25
Fixed: Migrate window for UI updates
4.26
Fixed: 5E NPC SDC not calculated correctly
4.28
Feature: 5E/4E DMGR will accept a decimal value between 0 and 1 to reduce raw damage (before resistances) by a percentage
Fixed: PFRPG RESTL not processing
4.29
Fixed: Change state remove source not getting duration quite right
Fixed: Change state last to process on end of turn
Fixed: STACK tag match to be more exact
Changed: Deprecated tags will output to GM chat when matched. These tags will be removed in the next month or so
4.30
Changed: effect init now ignored when considered a duplicate
Fixed: 5E Evasion not working with SAVEDMG
Fixed: Ongoing saves spending onroll ADV/DIS incorrectly
4.31
Fixed: Concentration also removing same label with dur 0
Removed: Deprecated change state tags. Use /migrate_effects to update
Changed: Change state icons to match new default theme
Changed: DMGR will randomize dice string on use
4.32
Fixed: SAVE* supplemental effect not being processed if actor moves out of aura before save is resolved
Fixed: EXPIREADD not working depending on how the effect is removed
4.33
Fixed: DMGA fireing multiple times when used with SAVEA
Fixed: FG locks when SAVEA applied to multiple targets simultaneously
Update: Icon
Update: LicenseLast edited by rhagelstrom; October 27th, 2024 at 22:39. Reason: Version Update
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May 30th, 2021, 07:19 #2
- Join Date
- Jan 2020
- Posts
- 280
This is amazing, thanks so much for sharing!
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May 30th, 2021, 07:20 #3
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May 30th, 2021, 10:15 #4
Looks great
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May 30th, 2021, 15:20 #5
Awesome!
I support ORC(L) and #opendnd!
Check out my Extensions and Materials for FGU!
Dark Theme: Sir Motte's Magnificent Darkness - Hearth Edition.
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June 5th, 2021, 16:10 #6
Just tested, what can I say AWESOME!
I have a question what's the meaning of TempHp Reduction is Damage??? in option
there is also a small bug. If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.Last edited by Drogo210; June 5th, 2021 at 16:18.
UTC +2
Italian DM
Italian/English Player
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June 5th, 2021, 17:23 #7
Since Temp HP is considered a buffer from damage, when that setting is set to off, the damage logic of this extension won't be executed for temp HP reduction but only HP reduction. If you wish for the logic to always be executed, then set that the option to on.
Thanks for the bug report. I'll take a look at it and post an update.
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June 5th, 2021, 17:48 #8UTC +2
Italian DM
Italian/English Player
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June 5th, 2021, 19:48 #9
Example might be best. Character has 10 Temp HP. Character gets hit and takes 5 damage, which reduces its Temp HP to 5 and the HP stays the same. With that option set to off: if the character has a cloak of displacement, the cloak would NOT be disabled until the start of the next turn because the character didn't technically take damage but a reduction in Temp HP. With it set to on, the cloak would be disabled.
So it is basically asking you if you play temp HP like more hit points, or is it more like some sort of magical force field that protects you.
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June 5th, 2021, 22:47 #10
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