Thread: 5E - Better Combat Effects Gold
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March 18th, 2025, 20:44 #691
Vex.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
Code:Weapon Mastery: Vex; IF: MASTERY(vex); SDMGADDT: VexedX
(A distinguishing marker based on the PCs name to separate them from other PCs, IE the first letter of their name; this will appear as X later on)Code:VexerX
In the custom effects tab:
(note that you should make one for each party member with Weapon Masteries)Code:VexedX; IFT: CUSTOM(VexerX); GRANTADVATK; [SRE]; [D: 1]; [ROLL]
Graze.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
Code:Weapon Mastery: Graze; `note-STR weapons; IF: MASTERY(graze); ATKMADDT: GrazedS
Needs 2 options for STR or DEX based attacks use the correct one based on the weapon type.Code:Weapon Mastery: Graze; `note-DEX weapons; IF: MASTERY(graze); ATKMADDT: GrazedD
In the custom effects tab:
Code:GrazedS; DMGA: [STR] slashing; [RTS]; [D:1]; [ACTION]
Code:GrazedD; DMGA: [DEX] slashing; [RTS]; [D:1]; [ACTION]
Sap.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
In the custom effects tab:Code:Weapon Mastery: Sap; IF: MASTERY(sap); ATKHADDT: Sapped
Code:Sapped; DISATK; [SRS]; [D:1]; [ROLL]
Slow.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
In the custom effects tab:Code:Weapon Mastery: Slow; IF: MASTERY(slow); SDMGADDT: Slowed
Code:Slowed; SPEED: -10; [SRS]; [D:1]
Topple.
Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
In the custom effects tab:Code:Weapon Mastery: Topple; IF: MASTERY(topple); ATKHADDT: Toppled
Code:Toppled; SAVEA: 8,[STR],[PRF] CON (RA); SAVEADD: Prone; [RTS]; [D:1]
Also note that the weapon/item in the details of it in your inventory needs to have the mastery information filled out with what mastery it has.As for the others, Cleave works best as a damage debuff (-[STR]) that's applied as an effect from your actions tab (I can't imagine automation would be easy outside of a built in prompt that pops up on every hit with Cleave weapons), Nick isn't necessary to code (unless you have an extension that tracks actions and bonus actions, maybe?), neither is Push (forced movement of enemies is a DM thing)
I cleaned up some stuff.
When using some of the cycles (like SRE), you don't need to make the duration 2, it will automatically do that for you, so always keep the durations the correct duration. The Screenshot that he posted showed a 2, because the effect was already placed in the CT, which part of the effect does when it has something like SRE is adds a +1 to the duration.Last edited by MrDDT; April 23rd, 2025 at 13:25. Reason: Updated Info
-MrDDT
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March 18th, 2025, 21:27 #692Zealot
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Last edited by metaldm007; March 18th, 2025 at 21:34.
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March 18th, 2025, 21:34 #693
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March 24th, 2025, 14:01 #694
Apologies if this has been answered, couldn't find anything with a keyword search. Looking at Gold it talks about the extra 5e compatability, is there a reference for what new additions also work for 3.5/pf1e, or is all the new content 5e only? Would love to have some of the new effects if they'll work for me
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March 24th, 2025, 14:26 #695
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March 27th, 2025, 04:51 #696Crusader
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Does anyone have the code for the Compelled Duel spell effect?
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March 31st, 2025, 23:05 #697Templar
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Getting an error with the FG option "remove on miss" set to "multi". This normally removes the targets who save vs an effect, unless the effect is damage in which case they are left targeted but flagged for half damage if appropriate, then removed after the damage is rolled. Essential for area of effect spells.
With no extensions: works correctly. "banishment" removes targets that saved. "fireball" deals full damage to those that failed, half to those that succeed, then removes those that succeeded.
With BCEG as the only extension: "Fireball" correctly applies half damage to those that succeed. But in both test cases, targets are not removed at all, and "banishment" effect, if clicked on, hits targets that failed as well as succeeded.
To make this easier to test, give one target SAVE: 20 and another one SAVE: -20
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March 31st, 2025, 23:15 #698
This has been reported, thank you for the report. Fix should be going out today.
-MrDDT
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April 1st, 2025, 15:43 #699
Version Update: v5.46
* Fixed: Success saves not removing targeting with MULI option
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May 11th, 2025, 05:32 #700Crusader
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Is there a way to remove an effect if the creature gets a condition? For instance, a raging barbarian, if he gets Incapacitated (or unconscious, that gives the former), he loses rage (so I need the effect to be removed). I'm having trouble writting this.
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