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  1. #701
    Out of curiosity, has the OBSCURED condition stopped working for anyone else? It no longer applies advantage or disadvantage to creatures with the effect, and it does have a specified type of obscuring.

    noobscuring.png
    Last edited by metaldm007; May 16th, 2025 at 04:17. Reason: Visual clarity

  2. #702
    MrDDT's Avatar
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    Hard to tell in your picture who is where attacking what.

    But if both can’t see it’s no dis atk or adv attack. It’s a straight roll.
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  3. #703
    Quote Originally Posted by MrDDT View Post
    Hard to tell in your picture who is where attacking what.

    But if both can’t see it’s no dis atk or adv attack. It’s a straight roll.
    Right, I could have been more clear. I forgot that 5e is very, very weird with vision. That was a mistake on my part. Thank you.

  4. #704
    Is there a way to simulate a condition stacking using BCEG, a la how Exhaustion works (i.e., add it once: “Exhaustion: 1”, add it once more, it changes to: “Exhaustion 2”.

    Note, I’m not looking for exhaustion, I’m looking to auto-track a new condition that also stacks—and stacks way more than 6 times, so simply dealing with seeing it repeat multiple times on the effects tab of the CT isn’t desirable when it’s there 14-to-20 times.

    Currently I’m slowly painfully peeling back how rhagelstrom’s separate Exhaustion extension works (as my prior attempts to add an additional “health” bar to track this condition as an extension produced no fruit), buuut even that hasn’t been going so well (I have only a moderate understanding of Python).

    This post is more of a… desperate attempt, as I believe I read somewhere that rhagelstrom’s Exhaustion used to be a part of BCE, but was split into its own thing—which I assume means the previously included effects syntax required to stack bundles of effects (e.g., a prior effect has the capability to recognize another instance of itself, then replace both itself and its fellow instances with the appropriate version based on the sum of total instances) was removed. I love being wrong when it makes my life (or the world) easier though!

  5. #705
    Hello community...
    posted this a couple places on Discord and havent been able to figure it out. Reposting here......

    =============================================

    Hello community -- I am having trouble getting an effect to work. Its using Better Combat Effects Gold, but I am having trouble getting an answer on the Grim Press discord. So putting it here to see if anyone has a suggestion....

    Here is my scenario.

    I'm creating an effect for a PC. It is specifically for Divine Smite, but could be used in other scenarios. What it should do is this:
    1) apply appropriate damage modifiers to the PC (Self) on its next damage roll
    2) when the PC rolls damage, apply a custom effect to the target that expires when the turn is passed
    (#2 could be applying any effect, but in this case it is a applying an AURA from Auras Visualized that would expire at the start of any actors turn)

    I can get the individual parts of this to work, but not when its all put together.

    So, for example, if I just want the PC effect to place the aura on the target next damage roll, it works fine. It applies the custom effect "Aura Vis Divine Smite" to the target.

    But if I try to include the actual divine smite damage modifiers to the effect, the SDMGADDT piece just doesn't fire at all. I've tried several different arrangements/orders/etc. It just wont put the custom effect on the target.

    Is this some sort of weird limitation, or am I coding this wrong?

    image.png

  6. #706
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    Quote Originally Posted by daargrim View Post
    Hello community...
    posted this a couple places on Discord and havent been able to figure it out. Reposting here......

    =============================================

    Hello community -- I am having trouble getting an effect to work. Its using Better Combat Effects Gold, but I am having trouble getting an answer on the Grim Press discord. So putting it here to see if anyone has a suggestion....

    Here is my scenario.

    I'm creating an effect for a PC. It is specifically for Divine Smite, but could be used in other scenarios. What it should do is this:
    1) apply appropriate damage modifiers to the PC (Self) on its next damage roll
    2) when the PC rolls damage, apply a custom effect to the target that expires when the turn is passed
    (#2 could be applying any effect, but in this case it is a applying an AURA from Auras Visualized that would expire at the start of any actors turn)

    I can get the individual parts of this to work, but not when its all put together.

    So, for example, if I just want the PC effect to place the aura on the target next damage roll, it works fine. It applies the custom effect "Aura Vis Divine Smite" to the target.

    But if I try to include the actual divine smite damage modifiers to the effect, the SDMGADDT piece just doesn't fire at all. I've tried several different arrangements/orders/etc. It just wont put the custom effect on the target.

    Is this some sort of weird limitation, or am I coding this wrong?

    image.png


    Replied in Discord here.

    https://discord.com/channels/2745828...87293721870356
    -MrDDT
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    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  7. #707
    Quote Originally Posted by metaldm007 View Post
    Testing out the topple function and the save DC defaults to 11 (8 + prof only, I assume). Is there a way to manually set the DC based on the toppler?

    EDIT: Found the solution:
    Code:
    Toppled; SAVEA: 8,[STR],[PRF] CON (RA); SAVEADD: Prone; [RTS]; [D:1]
    Returning to the topic of Weapon Mastery implementation, I'm curious if there would be a way to link up the extension with the Mastery checkbox that's part of the Actions tab's Weapon settings (see attached image), in addition to connecting to the Inventory Weapon settings, so the system can take into account specific weapons having their Masteries usable, rather than just having all weapons of selected Masteries.

    For instance when it checks if
    Code:
    Weapon Mastery: Sap; IF: MASTERY(sap); ATKHADDT: Sapped
    Then it would check whether a weapon that's being used has its mastery box checked; if it doesn't have it, then nothing happens. I'm not super knowledgeable of if it's possible with the way code works in FG, just thought I'd ask (and apologize if it already has).
    ideaformastery.png

  8. #708
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    That checkbox is a really bad way to track it, it's not displayed well, there is no limiting feature to it.

    How this works:
    1)Effect applied or not (normal for any effect)
    2)Check to see if the weapon properties itself has the weapon mastery. (not the one in the action tab)
    3)Checks to make sure you have the correct weapon mastery (the one in the abilities tab)

    So all you need to do is change out the effects if you want to track your currently "equipped" masteries.
    After a long rest you can change your masteries how you see fit. At this time you would remove the effect and apply the new mastery effect.

    Example, you have a total of 2 masteries you can have "equipped" or "known" at any one time.

    Say you want VEX and NICK.
    You "equip" or apply those 2 effects only.
    Then after a long rest, you want to swap out NICK for SAP.
    You remove the NICK effect and apply the SAP effect.

    We are working on changing the coding so instead of your abilities tab having all the weapon mastery features needed to be listed there as "Weapon Mastery: Sap" "Weapon Mastery: Grazed" etc. You would simply just have the "Weapon Mastery" feature, and it would complete that check for check #2 on the list.
    But at this time it's not a major issue, just something we are working on.
    -MrDDT
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    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  9. #709
    Quote Originally Posted by metaldm007 View Post
    Testing out the topple function and the save DC defaults to 11 (8 + prof only, I assume). Is there a way to manually set the DC based on the toppler?

    EDIT: Found the solution:
    Code:
    Toppled; SAVEA: 8,[STR],[PRF] CON (RA); SAVEADD: Prone; [RTS]; [D:1]

    I have found this works:
    Topple; prone; SAVEA: [SDCSTR] CON (R)

    No duration or state change since they need to stand to remove prone.

  10. #710
    Hello! I am trying to automate Topple in a different way but it doesn't want to work for me. I'm trying to put the effect on the quarterstaff with with only BCEG and Advanced Effects loaded I can get the save to trigger on a damage roll but failure doesn't apply the prone condition. Let me know what needs to change, if anything. I used the Mace of Smiting as an example.

    Thanks!

    Screenshot 2025-06-15 at 10.48.35 AM.png

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