Thread: 5E - Better Combat Effects Gold
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February 9th, 2026, 01:04 #771High Templar
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Something I've noticed is that while you can use UNHEALABLE to prevent *all* healing, it would be useful to be able to specify normal or Temporary Hit Points, since I believe RAW you can still gain Temporary Hit Points in most instances when you are prevented from regaining Hit Points.
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February 18th, 2026, 18:35 #772
Motivational Speech effect
After researching all of the prior suggestions on how to code an automated 5e Motivational Speech spell effect and not finding any one that met all of the criteria, I came up with the below combination of three Effects. Some accommodations had to be made, but I think this is the closest I've come to full automation. In my brief testing, these appear to mimic the spell's intended effects. I would love to see if anyone can improve upon what I've done, as I am by no means an expert Effects builder.
1 of 2 Effects to be placed on the spell's recipient(s):
2 of 2 Effects to be placed on the spell's recipient(s):Code:Motivational Speech; TREGENA: 5; ADVSAV: wisdom; IF: TEMPHP(<,1); DMGRT (1 HR; [TRGT])
Custom Effect:Code:Motivational Speech; IF: !CUSTOM(Motivated Strike); EXPIREADD: Motivated Strike; DMGRT (1 HR; [TRGT])
Code:Motivated Strike; ADVATK ([ACTN])
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February 25th, 2026, 17:00 #773Devotee
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Hi! I'm trying to automate the Enhanced Bond of the Wildfire Druid Subclass, and I can't find a way to check for damage types to do so.
I have post this issue before for other thing I wanted to do, but was never answered :c
What I thought on doing was: "Enhanced Bond; HEAL: 1d8; IF: ATK(spell); IF: DMGTYPE(fire); DMG: 1d8"
Everything but the damage part works fine (it just allways adds the damage)
Can you add DMGTYPE as a conditional operator?
EDIT:
I also thought on doing: "Enhanced Bond; HEAL: 1d8; IF: DMGTYPE(fire); DMG: 1d8 spell", wich will also work for "saving throw" spellsLast edited by Metal Fenix; February 27th, 2026 at 21:51.
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March 19th, 2026, 07:07 #774High Templar
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I've checked this using only a campaign running Better Combat Effects Gold- apparently, damage reduction effects aren't working as I would expect when applied to a creature, and that creature also has an effect that grants Immunity to damage from critical hits.
My tests show a crit hitting for 10 Piercing damage (5 on the die + 2 on the die, +3 from strength) against a target with "IMMUNE: critical" and "DMGR: 5 all".
The target takes 5 damage.
If they are ignoring the die that rolled 2, then the total damage would be 8 (5+3), and the damage reduction would reduce it to 3.
If they are ignoring the die that rolled a 5, then the total damage would be 5 (2+3), and the damage reduction would reduce it to 0.
But it seems the damage reduction is calculated first, but then it is lost because the damage it reduced is ignored because of immunity, which doesn't feel quite correct.
In the notes for the DMGR effect, it states that it
Is this the intended functionality? Because it seems like an odd way for those two effects to interact to me.Reduce[s] the raw damage (before resistances) by (D) or when a decimal between 0-1 reduce[s] raw damage by percentage).Last edited by Fingersome; March 19th, 2026 at 07:09.
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April 21st, 2026, 17:39 #775
I just noticed that this Addon has been marked as 'Unlisted' in the Forge. Does that mean it is no longer being sold, and if so does that mean it is also no longer being supported? It seems like it was a pretty popular addon, and I didn't see any explanation on the change of status to unlisted, or what that might entail.
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April 21st, 2026, 18:21 #776
The author is not able to work on this anymore. So others have taken it over including me.
This extension is very complex and with all the changes on TESt we will not have this ready for release to be working.
We expect some feature loss even after we get it working without errors.
We decided to delist this until we work out these issues. Which can take more time than normal because of how large these changes are and how complex BCEG is and how many changes coming from the update that directly effects BCEG.-MrDDT
Discord @mrddt
Grim Press Discord (Publishing/Extensions/Modules)
Bethica Discord (West Marches RPG)
PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!
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April 21st, 2026, 18:37 #777Zealot
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Checked the test forum and wow, there's a lot of overhauls to systems that seem heavily based on BCE/G, down to the same syntax.
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April 27th, 2026, 02:26 #778SmiteWorks
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Just pushed an update to Better Combat Effects to work with all the changes in the Test channel. Would appreciate any testing.
Note that there are several changes to tags to match CoreRPG native support and patterns. See below for combined Better Combat Effects / Better Combat Effects Gold notes.
Removal of Core Native Effects (BCE -> Core)
- HDMG -> DMGHALF
- MDMG -> DMGMAX
- NORESTL -> NOREST: long
- RESTS -> expire = "restshort"
- RESTL -> expire = "restlong"
- ROLLON -> TABLEO
- EXPIREADD -> AFTER
- GRANTATK -> @ATK
- HEAL: temp -> TEMP
- HEAL: max -> HEALMAX
- (STAT): #-X -> BSTR # / BDEX # / BCON # / BINT # / BWIS # / BCHA #
- STACK -> (same)
- DMGR -> (same)
- OR -> (IF: x OR x)
Rename of Effects (For consistency with Core)
- TREGENS -> TEMPO
- TREGENE -> TEMPOE
- STREGENS -> STEMPO
- STREGENE -> STEMPOE
- TREGENA -> TEMPA
Regards,
JPG
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April 27th, 2026, 13:19 #779
Testing now... As mentioned in Discord, SAVEA is a hard lock of FGU, other items are little buggy (expire =, after). Continuing to test.
Update:
TEMPA: 1d6 set to expire on the roll throws an error
[4/27/2026 8:26:24 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_effect_var.lua"]:65: getValue: Invalid parameter 1Last edited by nephranka; April 27th, 2026 at 13:28.
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April 28th, 2026, 06:09 #780SmiteWorks
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Working on a new build. Already got a couple items fixed locally; but will plan to push a new build tomorrow after I track down a couple other items already reported (including another lockup).
Regards,
JPG
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