Thread: 5E - Capital Gains
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July 22nd, 2022, 16:28 #91
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Amazing. I jump in it.
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August 13th, 2022, 22:42 #92
Just released version 2.1.6 which addresses a conflict when using SGRANTS effects along with SHARETURN effects from Temporal Fixation.
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August 16th, 2022, 02:00 #93
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Is there a way to gain or lose resources via effect? For example, gain a point whenever you're hit? (I'm a little obsessive about making everything automated xD)
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August 16th, 2022, 03:58 #94My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
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August 16th, 2022, 05:26 #95
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I think all the conditions, triggers, etc can be done using existing effects, there just needs to be an [effect] to increase/reduce the resource so I could write something like ATKADD: [effect] or SAVEADD: [effect] to automate the process of repetitive or conditional changes.
If you want to get really fancy you could add temporary increases/decreases to the current or maximum amount of a resource.
[My super duper niche use is a custom paladin class that stacks a bonus when taking certain actions in accordance to their oath, then either fulfills their oath and increases that bonus's minimum permanently or fails and the stack resets. (Example: +1 dmg to smite, temporarily increasing by 1 each time you smite an evil creature on the same day. Killing evil creatures might increase the base bonus to +2, +3, etc, which the temporary bonus stacks on top of.) Currently, this can still be accomplished by tracking the permanent and temporary bonuses as 2 resources and simply increasing or decreasing them manually.]
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August 16th, 2022, 17:03 #96
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- Jun 2019
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I'm using Captial Gains to run spell points instead of spell slots ... so for me a good example of use would be being able to add the resource reduction into the spell effect itself. Something like (using Better Combat Effects Gold):
Fireball; SAVEA: [SDC] DEX (M)(H); SAVEDMG: 8d6 fire, spell; RESOURCESPEND: 6 mana pool
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August 16th, 2022, 22:01 #97
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I'm doing the exact same thing with Spell Point.
I also requested the mana expenditure feature, but if I remember correctly, MeAndUnique said that including the resource in the effect line isn't currently possible with FGU, but I could be misremembering what he said to me.
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August 17th, 2022, 04:56 #98
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I have a bug I'd like to report. Please see the attached photo.
Screenshot 2022-08-16 225410.png
When I try to take an action I've created on one character with resource expenditures as part of the action's coding(in this case a DM master sheet) and pull it over to a PC's action tab, it pulls over correctly ... but I get that error.
This happens when running only Capital Gains so I don't think it's a conflict with anything else.
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August 20th, 2022, 15:51 #99
Just released v2.1.7 which addresses the error when dragging powers with resource actions between characters. Additionally added support for version tracking with Power Up moving forward.
Last edited by MeAndUnique; August 20th, 2022 at 16:00.
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August 20th, 2022, 16:18 #100
To clarify, it isn't a case of being limited by FGU itself. More so it is something that I am trying to move toward with Trigger Me Timbers; though progress on that front has been slowed recently by the need for keeping up with the recent changes to the ruleset for already existing functionality across my extensions.
My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
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