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September 12th, 2020, 18:44 #1
[extension] Advanced Spell Damage Extension - casting spells at higher level.
This extension is now on www.dmsguild.com 'Fantasy Grounds Advanced Spell Damage'
My other extensions can be found on www.dmsguild.com 'Bratch Nine'
RULESET : 5E
Just letting people know my extension to allow 'different level' casting is up on dmsguild. The extension adds a casting level box onto the spell header bar, it parses the 'at higher level' data from the spell description and extends the amount of damage/heal lines in the spell. As you change the casting level these are automatically updated on the spell and tool tip, so you can see what is going to be cast as damage/heal amounts. Once you are done with the action, you can 'double click' the spell level selection box to 'tick' off that spell usage. [ Note, not checks are made for valid spell slots available, or if you have slots left to cast... that is upto the player to make sure they actually have the level slot available when they decide on the casting level... ]
I'm going to be looking to add custom effect lines, for the spells that 'need' that sort of thing. I have already extended the effect line so it can roll a different amount of dice in the style of [STR] adds strength bonus value, and pass that evaluated amount onto a target, I'll be working on the 'linkage' between the selected spell level and the effect line next week.
If you have been looking for this type of thing, and/or have some feedback, please let me know.
SpellsMarkForLvl.PNG
SpellCastForLvl.PNG
Added extra effect line codes for,
[SLVL] - converts into 'spell cast level'. ie 3rd level spell cast at 3rd level [SLVL] => 3, 4th level [SLVL] => 4
[ULVL] - converts into 'upped spell cast level'. ie 3rd level spell cast at 5th level [ULVL] => 2
[CLVL] - cantrip casting stage, 1-4 level [CLVL] => 1, 5-10 level [CLVL] => 2, 11-16 level [CLVL] =>3, 17+ level [CLVL] => 4
[DLVL] - cantrip up casting stage, 1-4 level [DLVL] => 0, 5-10 level [DLVL] => 1, 11-16 level [DLVL] =>2, 17+ level [DLVL] => 3
Effect line codes support prefix,
'HTQ' for half/third/quarter
2-9 for multiply amount
'^' - increment ability value by 1. ( Used with 'H' to make a value of 1-10 when ability is 1-20 )
'T^' - increment ability value by 2.
'Q^' - increment ability value by 3.
Effect line codes support postfix,
'n' for the dice type to generate
Effect line code samples,
[HSLVL4] -> converts to 'half' spell cast level d4, eg 5th level spell, => 2d4
[ULVL8] -> convertes to 'upcast level' d8, eg 3rd level spell cast at 6th level => 3d8
[H^ROGUE6] -> converts number of rouge levels 1-20 into 1d6-10d6
Supported modules, ( Others may also work if they follow the correct spell wording. )
5E SRD Data
DD Basic Rules
PHB Deluxe
Volos Guide to Monsters
Xanathar's Guide to Everything
Sword Coast Adventurer's Guide
Elemental Evil Players Companion
Icewind Dale Rime of the Frostmaiden
Rise of the Drow Collectors Edition
5E Effects Coding - Spells
Notes,
DICE can be a dice or a modifier but not both. eg, 1d4 or 5
LEVEL is the level of spell slot this applies to/from.
Damage parse structure,
damage increases by DICE for each slot level above LEVEL[st,nd,rd,th]
damage increases by DICE for each slot above LEVEL[st,nd,rd,th]
damage dealt by the attack increases by DICE for each slot level above LEVEL[st,nd,rd,th].
damage for both effects of the spell increases by DICE for each slot level above LEVEL[st,nd,rd,th].
damage (both initial and later) increases by DICE for each slot level above LEVEL[st,nd,rd,th].
damage increases by DICE for every two slot levels above [the] LEVEL[st,nd,rd,th].
damage increases by DICE when you reach LEVEL[st,nd,rd,th] level (2d6), LEVEL[st,nd,rd,th] level (3d6).
Damage parse structure examples,
damage increases by 1d6 for each slot level above 1st
damage increases by 1d6 for each slot above 1st
damage dealt by the attack increases by 1d6 for each slot level above 1st.
damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
damage (both initial and later) increases by 1d4 for each slot level above 2nd.
damage increases by 1d8 for every two slot levels above [the] 2nd.
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Heal parse structure,
healing increases by DICE for each slot level above LEVEL[st,nd,rd,th]
Heal parse structure examples,
healing increases by 10 for each slot level above 6th
Last edited by bratch9; May 20th, 2025 at 17:04.
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September 12th, 2020, 20:01 #2
MOD: Moved to Paid Creations forum
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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September 12th, 2020, 21:50 #3
can you also move, https://www.fantasygrounds.com/forum...192#post524192
as its now on dms guild aswell..
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October 9th, 2020, 15:57 #4
Hi, I found that Advanced-spell-damage doesn't work for NPC in the combat tracker, when MadNomad's Character Sheet Effects are on would you in the future make the two compatible with each other?
Many Thanks!
https://www.dmsguild.com/product/329...ffects-Display
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October 10th, 2020, 17:27 #5
Hi,
I've had a look using spell damage v2.0 with character sheet effects v1.10, and I'm not sure what is supposed to not be working? When I add an npc to combat tracker I can change the cast level and its responds as i'd expect.
Is some thing in the character sheet effects not showing as it should ? ( I dont know the extension, so not 100% what might be missing or not working. )
Can you check with the latest versions, and if you still have an issue, please add an image and some extra description as to what is not working and possible setup so I can check the issue. ( And if needed pass it onto MadNomad.. )
Thanks.Last edited by bratch9; October 10th, 2020 at 17:29.
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October 11th, 2020, 11:11 #6
Hey,
I just did another check.. and I found that it was Advanced Effects https://www.fantasygrounds.com/forum...cs-characters)
that was interfering.. I dunno why.. but in the last test Character Effect Sheets wasn't interfering anymore.
I know Celestial's latest version fixed an issue that the amount of spells slots that an NPC could cast.. were missing.
Haven't changed versions for Character Effect Sheets so.. I don't know why.. though
Thanks!Last edited by vaughnlannister; October 11th, 2020 at 12:52.
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October 11th, 2020, 18:10 #7
Hi, would you like to check v2.1 as you probably know the advanced effects extension better than I do. But it seems to be displaying the correct spell level up-cast as selected and showing/rolling the effect when added to an npc.
(Dont forget you will probably have to delete the npc off the combat tracker, and re-drag it on.. to allow things to 'update' etc. )
-pete
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October 12th, 2020, 13:06 #8
Hi Pete
Many thanks for making it compatible with Advanced Effects! I was using a version that had a different load order.. 1001, that still wasn't working.. I re-downloaded the version that was on Celestial's page and it all works
!!!
Again thanks for all the support you give to your extension
!
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October 12th, 2020, 13:38 #9
Hi, Glad its working for you..
Yep, its not possible for extensions to 'merge contents of a function', unless the work can be done as a 'pre or post' fix... In both mine and Celestials we do changes inside the middle of the function. So these will not 'normally' merge.
To resolve this I looked at the code add by both extensions and worked out a way to detect advanced effects and then also call this extra function(s) from my extension..
So my extension has to load 'after' for this to work... so if you do move the load order of advanced effects you need to move my advanced spell and my advanced weapon effects after it. ( As I have also done the same sort of patch for weapon effects on the player side to allow my extensions to work with this one.. )
-pete
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October 13th, 2020, 11:27 #10
Nice that sounds complicated!
Glad it was a familiar problem you dealt with earlier so it was easier for you to implement a fix
!
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