Starfinder Playlist
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  1. #771
    Quote Originally Posted by charmov View Post
    Thanks for this! I'm guessing this doesn't fix BCEG? I'll try running this version of BCE and see how it goes.
    Ya, it does not fix BCEG. Unfortunately I can't make that freely available because it is not a free extension. If you private message me with a screen shot of proof of ownership of BCEG I'll send you a copy of the fixed BCEG. But hopefully, we can get a more permanent fix going soon.

  2. #772
    In 3.5E the effect TREGENA is only working once per character sheet. As in only once ever per character sheet. I can make a new character and apply the effect in the combat tracker and it adds the temporary hit points. After that it never works again on that sheet.

  3. #773
    Hello,

    I just started trying to use this mod, cannot believe I did not see this mod before, as I would love it if it could automate my ongoing poison saves. I have got everything to work for poison saves, but there is a unique situation where an ancient relic gives my player's class ability an extra poison ability. So the class ability does xd6 of acid damage, then applies a poison effect if they fail there save. I apologize if this was posted somewhere already, I have looked through the docs and this forum as best I can. Is there any way to flag an ongoing save as a certain type (poison, disease, etc.)? I want the ongoing save to trigger any racial abilities that give bonuses to saves vs diseases/poisons/etc.

    Thanks,
    -Elaith

    Edit: I should add this is for a Pathfinder 1E effect.
    Last edited by Elaith; February 25th, 2026 at 12:53.

  4. #774
    Quote Originally Posted by Elaith View Post
    Hello,

    I just started trying to use this mod, cannot believe I did not see this mod before, as I would love it if it could automate my ongoing poison saves. I have got everything to work for poison saves, but there is a unique situation where an ancient relic gives my player's class ability an extra poison ability. So the class ability does xd6 of acid damage, then applies a poison effect if they fail there save. I apologize if this was posted somewhere already, I have looked through the docs and this forum as best I can. Is there any way to flag an ongoing save as a certain type (poison, disease, etc.)? I want the ongoing save to trigger any racial abilities that give bonuses to saves vs diseases/poisons/etc.

    Thanks,
    -Elaith

    Edit: I should add this is for a Pathfinder 1E effect.
    Try adding
    IF: poisoned
    If you want it done
    I can do it
    If I can't do it
    I will get it done
    If I can't get it done
    You don't need it done

  5. #775
    I'm not an experienced coder and have been fighting with this all night. I would really appreciate it if someone could tell me what I'm doing wrong.

    I'm using 5E with Aura Effects and Better Combat Effects. I have some meenlocks with the fear aura:
    Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.
    I tried to replicate this with the following code:

    Fear Aura; AURA: 10 enemy; Fear Aura; IF: FACTION(enemy); SAVES: 11 [WIS]; SAVEADD: Frightened


    Doing this does not prompt any saving throws or proc the status effect, just applies a block of text to the affected PC. The effect also disappears from the meenlock at the start of its turn. What am I missing? I would greatly appreciate some help.

  6. #776
    Try: Fear Aura; AURA: 10 enemy; Fear Aura; IF: FACTION(!self); SAVES: 11 WIS; SAVEADD: Frightened
    Last edited by nephranka; February 28th, 2026 at 00:59.

  7. #777
    Thank you, but unfortunately that still didn't work. Is the !self command something that only works with BECG?

    In the end, I can at least apply an aura effect and request the players roll saves at the start of their turn. I was just hoping to automate that.

  8. #778
    No it is part of auras. It works for me. You might check your other extentions for conflict. Also you will need to change the added effect to something else so you can get it to set to your duration.

    Meenlock fear; frightened
    Dur =1
    Remove start of turn

    https://forge.fantasygrounds.com/shop/items/32/view

    FACTION() Conditional Operator
    This operator expands the functionality of IF/IFT conditions by evaluating factional relationships.

    ally: True if the source and target factions match.
    enemy: True if the source faction is “foe” and the target faction is “friend” (or vice versa).
    foe: True if the faction is “foe”.
    friend: True if the faction is “friend”.
    neutral: True if the faction is “neutral”.
    none: True if the faction is “none”.
    self: True if the actor is the source of the effect.
    notself: Legacy, same as !self, True if the actor is not the source.
    Use ! or ~ to negate the result (e.g., !self, ~ally).
    Last edited by nephranka; February 28th, 2026 at 13:10.

  9. #779
    Also this is set to go at the start of the turn so nothing happens until they get close to get the aura then you cycle to their next turn.

  10. #780
    Here it is working.
    Attached Images Attached Images

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