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  1. #471
    Version Update: 5.22
    Fixed: Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
    Fixed: Ongoing saves not giving adv/dis with ADVCOND/DISCOND
    Fixed: Traits not being picked up on table start for ct actors. Needed for automatic adv/dis for saves/ongoing saves
    Feature: CDMG,MDMG,HDMG - Crit damage, Max Damage, Half Damage. Works like modifiers buttons but also accepts filters
    Documentation Module updated for effect building overview and nomenclature

  2. #472

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    Getting the following errors on bootup
    [12/31/2023 9:26:08 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffectsGold] [utility/utility_effects_advanced.xml]
    [12/31/2023 9:26:08 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffectsGold]

  3. #473
    I cannot find this in the thread, so here's a question/suggestion:
    For a stone of (Imparting) Bad Luck, the effect reads as follows:
    the SDC against your spells is increased by 1, the AC of your targets is reduced by 1
    *effectively making your spells and attacks more effective; bad luck for your opponent*

    I guess an effect like (SDC):1; ATT:1 wiuld probably not easily work, the ATT mirrors the effect on AC, but it seems like (SDC) doesn't work like intended...
    How would I code the effect on spell save DCs, if at all possible in BCEG?

  4. #474
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    Quote Originally Posted by Roach View Post
    I cannot find this in the thread, so here's a question/suggestion:
    For a stone of (Imparting) Bad Luck, the effect reads as follows:
    the SDC against your spells is increased by 1, the AC of your targets is reduced by 1
    *effectively making your spells and attacks more effective; bad luck for your opponent*

    I guess an effect like (SDC):1; ATT:1 wiuld probably not easily work, the ATT mirrors the effect on AC, but it seems like (SDC) doesn't work like intended...
    How would I code the effect on spell save DCs, if at all possible in BCEG?
    I don't know what ATT is, but I think you mean ATK

    Bad Luck; SDC: 1; ATK: 1, spell
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  5. #475
    The cycler doesn't have an option for End of Next Turn. If I apply the effect on my turn and then pass my turn the effect ends but it should be end of next turn, not this one.

    EDIT: Nevermind, I figured it out.
    Last edited by bwatford; January 22nd, 2024 at 05:29.

  6. #476
    Version Update: 5.23

    Feature: Spell and spell effect resistance DMG and REGEN tags using the spell descriptor; Resistance can be accomplished by IF: ATK(spell); RESIST: all
    Fixed: [SDC] not calculation correctly for NPCs that have different innate spellcasting and spellcasting save DCs
    Fixed: FG DMGO tag not dealing sourced damage. More descriptive chat text
    Fixed: Minor performance improvements
    Fixed: Luacheck automated code checking indicated possible issues

    Unfortunately there is something wrong with the forums so I can't post the documentation PDF. I'll see if I can post it somewhere else in the meantime and share the link to it.

  7. #477
    Version Update: 5.24
    Fixed: Script error on some instances of NPCs with [SDC]

    The forums are fixed so the documentation is once again the the first post of this thread

  8. #478

    Question About Creating Table Of Effects

    Hello! I wasn't sure how to ask this, but I wanted to see if I could get help with creating an advanced effect.

    Every 10 minutes of game time, I'd like to roll from a Lich's Curse table d6 impacting all the players.

    1 - not relevant
    2 - Str 17 save throw or deal 1d4 less damage on weapon attacks until next short/long rest
    3 - Int 17 save throw or -1 to Save DCs on your abilities/spells until next short/long rest
    4 - Con 17 save throw or take 2d6 damage
    5 - Wis 17 save throw or -1 on all rolls (attacks/saves/skill checks) until next short/long rest
    6 - not relevant

    So after doing research, my understanding is I can create a table to determine the effect, then maybe create a NPC that has all these abilities, put them on the CT, ensure I have Better Combat Effects downloaded, target the players and do the effects [SAVEVS: strength 17] [DMG:-1d4 melee, ranged], [SAVEVS: intelligence 17] [DC:-1], [SAVEVS: constitution 17] [DMG:2d6], and [SAVEVS: wisdom 17] [ATK:-1; CHK:-1; SAV:-1] depending on the roll.

    Does that sound about right?

    Moderator: Moved to the extension thread since it's not a general Unity question
    Last edited by Zacchaeus; January 26th, 2024 at 08:48.

  9. #479
    Quote Originally Posted by claedawg View Post
    Getting the following errors on bootup
    [12/31/2023 9:26:08 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffectsGold] [utility/utility_effects_advanced.xml]
    [12/31/2023 9:26:08 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffectsGold]
    These warnings are fine. It is an indication that it can't merge UI mods with advanced effects extension because it is not loaded.

  10. #480
    Quote Originally Posted by Ryzel View Post
    Hello! I wasn't sure how to ask this, but I wanted to see if I could get help with creating an advanced effect.

    Every 10 minutes of game time, I'd like to roll from a Lich's Curse table d6 impacting all the players.

    1 - not relevant
    2 - Str 17 save throw or deal 1d4 less damage on weapon attacks until next short/long rest
    3 - Int 17 save throw or -1 to Save DCs on your abilities/spells until next short/long rest
    4 - Con 17 save throw or take 2d6 damage
    5 - Wis 17 save throw or -1 on all rolls (attacks/saves/skill checks) until next short/long rest
    6 - not relevant

    So after doing research, my understanding is I can create a table to determine the effect, then maybe create a NPC that has all these abilities, put them on the CT, ensure I have Better Combat Effects downloaded, target the players and do the effects [SAVEVS: strength 17] [DMG:-1d4 melee, ranged], [SAVEVS: intelligence 17] [DC:-1], [SAVEVS: constitution 17] [DMG:2d6], and [SAVEVS: wisdom 17] [ATK:-1; CHK:-1; SAV:-1] depending on the roll.

    Does that sound about right?

    Moderator: Moved to the extension thread since it's not a general Unity question
    That is how I would do it: Create an NPC with each of these as Actions.

    You may want to specify a damage type for the 2d6.

    If any effects aren't getting parsed into the CT as you like, the "Chat Effects & NPC Variables" extension let's you make sure any effect you want in an NPC action gets parsed to the CT when the NPC is added.

    Additionally, with BCEGold, you can use:

    RESTS - Remove effect when the Actor takes a short rest
    RESTL - Remove effect when the Actor takes a short or long rest

    EDIT: Also with "Clock Adjuster" extention, you may be able to automate this roll to happen every 10 minutes in-game. I'm not sure it's worth the hassle to setup though.
    Last edited by rocketvaultgames; January 26th, 2024 at 16:07. Reason: Additional Info

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