Thread: 5E - Better Combat Effects Gold
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July 3rd, 2024, 21:50 #561
I don't think I have a custom effect that combines those two effects. However, I'm puzzled as to what custom list you are referring to "in the top left of FGU". Can you please clarify where I can look for this custom list?
FWIW, I did a test in a new campaign with the same extensions loaded and the effect works as expected--only Prone is applied. So, it must be something in this campaign that is causing this issue. I have been using Fantasy Grounds since 2017, but I must be having a brain fart because I can't figure this one out.
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July 3rd, 2024, 23:29 #562-MrDDT
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July 3rd, 2024, 23:57 #563
That was it! Thank you! I had a feeling that you were referring to that feature, but the "top left" threw me.

At some point, I had created one for "Prone; Incapacitated", just as you suggested. As soon as I deleted that, the other effect worked as expected.
I had no idea that you could reference other custom effects by a name in the coding (e.g., using "Prone" to call "Prone; Incapacitated"). I'll need to be more careful how I format effects from now on and find a way to use that to shorten some of the expressions. Thanks again!
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July 4th, 2024, 14:13 #564
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July 18th, 2024, 18:00 #565
Version Update: v5.35
Changed: effect init now ignored when considered a duplicate
Fixed: 5E Evasion not working with SAVEDMG
Fixed: SAVEONDMGT compatibility with Advanced Effects
Fixed: Ongoing saves spending onroll ADV/DIS incorrectly
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July 18th, 2024, 18:01 #566-MrDDT
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July 20th, 2024, 10:13 #567
The HEAL effect, is there a way to make it 0.5? I tried HEAL:half and HEAL:0.5 and HEAL:.5 and RESIST: heal and RESIST: healing but none of these did anything. *evil DM grin*
[Edited]
Trying to use the Blissful Ignorance extension's HEALMULT: 0.5 didn't seem to do much. I'll post this in that thread too (in case it's a known conflict/bug).
[Edit 2]
Ok, so, HEALMULT (as I learned) affects the "healing done by" not "done to". So it solves by immediate magic item effects question. But, the "can HEAL apply decimals" still remains, I suppose...just for curiosity.Last edited by estrolof; July 20th, 2024 at 12:11. Reason: more info; learned something!
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July 20th, 2024, 14:08 #568
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July 20th, 2024, 16:54 #569-MrDDT
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July 21st, 2024, 01:05 #570
Thanks for the quick clarification.
I had made a curse(d item) that makes the individual weak, and reduces their ability to heal/recover. This applies disadvantage on saves vs poisons and diseases, vulnerability to poisons, and halves the amount of healing they receive.
In light of what I've learned, I just added hidden effects to the party healers and the victim of the curse:
To Victim: EntropyCurse; VULN: poison; DISCOND: poisoned; DISCOND: diseased
To Healers: IFT:CUSTOM(EntropyCurse); HEALMULT: 0.5
Seems to do what I'm looking for so far.
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