Thread: 5E - Better Combat Effects Gold
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February 14th, 2024, 06:34 #491
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February 14th, 2024, 06:57 #492
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February 14th, 2024, 18:39 #493
Version Update: 5.25
Feature: ATKADDT, ATKHADDT, ATKMADDT, ATKFADDT, ATKCADDT - Add effect to target on attack
Feature: Players own their Actors effects and thus can delete them from the CT
Feature: HEAL accepts max descriptor for max heal
Feature: ATK conditional operator accepts opportunity
Feature: Option to Alert GM to actors conditions on turn
Fixed: DUR not working with dice string
DevOps: Support for automatic Forge updates from GitHub
Unfortunately DevOps does not support spaces in file names so you'll have to delete the GP Better Combat Effects Gold.mod. The latest file is now GPBetterCombatEffectsGold.modLast edited by rhagelstrom; February 14th, 2024 at 20:59.
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February 14th, 2024, 18:57 #494Feature: ATK conditional operator accepts opportunity
Thanks for the update good stuff as always.
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February 14th, 2024, 19:30 #495
Sorry if this is slightly off-topic but...
I've never bothered with holding shift as it never marked a reaction as 'used' in the CT, so I didn't see the benefit. Is there any extension that does that?
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February 15th, 2024, 02:53 #496
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February 22nd, 2024, 05:03 #497
I had a strange occurrence in tonight's game.
(Resolved)Last edited by bwatford; February 22nd, 2024 at 05:40.
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February 22nd, 2024, 22:06 #498
Version Update: 5.26
- Feature: OBSCURED - See Below
- Feature: House Rule (option) Seeing though Invisible because of truesight, blindsight, tremorsense negates Invisible
- Fixed: HEAL tag not working correctly with mod
- Fixed: IMMUNE:CUSTOM() did not accept effect labels with () in them.
- Changed: IMMUNE:CUSTOM, if the effect label has the text 'AoE' or '($)', Chat message is suppressed if Immune. Prevents chat spam when used with AURA extension
- Changed: Ongoing SAVE accepts conditions as a descriptor to indicate the save type for purposes of automatic save vs condition
- Changed: Tags that add an effect can now add multiple effects separated by commas
- Removed: Legacy where saves could be defined SAVE: WIS 10
OBSCURED
The following descriptors and what vision types can see though them. must have 1 descriptor
- magical darkness - devil's sight, devilsight, truesight, blindsight, tremorsense
- darkness - darkvision, devil's sight, devilsight, truesight, blindsight, tremorsense
- physical - blindsight, tremorsense
ADV on the attack if the defender can not see the attacker.
DIS on the attack if the attacker can not see the defender.
If you've ever tried to do battle with different levels of darkness, magical darkness or heavily obscured you know FG doesn't figure out what ADV/DIS to apply. Obscured tag lets you define how each actor is obscured or not obscured and it will automatically determine the proper ADV/DIS to apply to the roll depending on who can see who. Works great with Aura Extension where you can define areas of obscurement such as Magical Darkness or Dense Fog.
Thank you to @MrDDT and @CrawlingChaos for helping flesh out and testing this idea.
This will not change how vision appears on the map, only how the underlying game mechanics work. Does not take into account any light sources.
Examples: Requires Aura Extension
Code:Darkness; (C); LIGHT: 15/15 darkness; AURA: 15 all,point; AoE Darkness; OBSCURED: magical darkness
Code:Fog Cloud; (C); LIGHT: 20/20 darkness; AURA: 20 all,point; AoE Fog Cloud; OBSCURED: physical
Last edited by rhagelstrom; February 22nd, 2024 at 23:39.
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March 2nd, 2024, 19:01 #499
- Join Date
- Jun 2021
- Posts
- 17
Hello! I'm trying to figure out why certain parts of the coding on an effect are disappearing when a power is dropped on the CT or directly on a token.
Here's the effect:
BCEG Q 1.png
And here are the results when applied either to the CT or to the token directly:
BCEG Q 2.png
Any help anyone could offer would be greatly appreciated!!
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March 2nd, 2024, 20:00 #500
Immune to prone would be my guess. The SDC is a macro that gets replaced with the correct spell save DC.
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