Thread: Better Combat Effects
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January 3rd, 2023, 03:24 #581
I wouldn't expect BCE to work in starfinder other than the tags that work with core. I looked at the ruleset a bit and it's different enough that things probably won't work
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January 3rd, 2023, 03:43 #582FGU Ultimate License
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January 9th, 2023, 15:34 #583High Patriarch
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Quick and probably stupid question. If I purchase BCEG, I do not need to run BCE - is that correct?
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January 9th, 2023, 15:35 #584
Not a dumb question at all.
Though you are correct. You only need BCEG.
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January 9th, 2023, 15:36 #585High Patriarch
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January 12th, 2023, 16:21 #586
Trying to get REGENA/TREGENA to play nice with Mad Nomad's Consumable Items.
The way that extension works is it creates an effect action 'Consume %item_name%'. This action adds a cosmetic one-round effect to the character's CT entry and automatically counts down the number of the respective consumable item in the characters inventory.
Normally it allows to add other syntax to that effect, e.g. Consume Potion of Bless; ATK: 1D4; SAVE: 1D4, and these work fine.
But when I try to automate potions of healing or heroism via the 'heal once on effect add' syntax (REGENA for healing, TREGENA for temporary hp), for some reason the 'Consume' part of the effect works twice, counting down two potions instead of one – first one, as per normal for 'Consume', and then another one. In the second instance it also activates the REGENA part of the syntax, applying one-time 'ongoing regeneration' and outputting the phrase [SINGLE MOD USED] into the chat.
noregena.png
This is what normally happens
withregena.png
This is what happens with REGENA: 2D4+2 (I only clicked the effect once)
item_action1.png
Item without REGENA.
item_action2.png
Full syntax.
I can't figure out what [SINGLE MOD USED] means, but I have managed to track down that it is the effect of the REGENA part of the syntax, because it gets output to the chat when I use REGENA in other ways (e.g. manually adding the effect without any other syntax included).
Is there any chance you can fix this or should I stay with FG logic for spells (two clicks: 1. Cast. 2. Effect)?Last edited by kilma.ard.venom; January 12th, 2023 at 16:28.
We all agree on the necessity of compromise.
We just can't agree on when it's necessary to compromise.
~ Larry Wall
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January 12th, 2023, 16:59 #587
The on add family of tags are intended to be triggered by other events such as effects expiring or auras and not for use in power. You can use them in powers but it isn't recommended. You should just stick to the FG logic for spells, cast, effect.
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January 12th, 2023, 17:47 #588
Thank you for the clarification!
We all agree on the necessity of compromise.
We just can't agree on when it's necessary to compromise.
~ Larry Wall
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January 20th, 2023, 17:13 #589Grand Templar
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First off, love this extension. I have a question. I have characters that now have the ability that if they take damage and go to zero HP they can use a class/subclass feature to instead be at 1hp. I am using better combat effects as well as the exhausted extension (among many others). Now I get there's a character decision point to say I want to use my x ability or they may not have any uses left, so unfortunately it's not an absolute it happens or doesn't. If it would work through an effect, I could have them activate/drop effect before I drop damage and if it didn't knock them out either remove it or leave it if they planned on using it for the next blow coming through. It may just be able to sit on a character, they may always want it to work if they are heading to 0, especially since we use exhaustion to prevent yoyo. What I am trying to avoid is that the party member goes to 0, exhausted puts on the prone condition and if they regain HP the exhausted condition, as well as their token goes down (indicators extension) on the map and I have to unravel it each time.
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January 21st, 2023, 00:16 #590-MrDDT
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