If that was the case, just turn the effect off in the CT, as the spell no longer serves a purpose and that is less effects to be processed in the CT.
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Hi,
I wanted to report an issue with the SAVEADD tag regarding the new native Exhaustion condition handling.
Currently, FGU handles Exhaustion natively on the effects tab, automatically upgrading it and handling the stacking logic (Exhaustion, EXHAUSTION: 2, EXHAUSTION: 3, etc.) when applied through standard UI/ruleset methods.
However, usingfails to apply the condition on a failed save. It seems like the programmatic effect injection used by SAVEADD might be bypassing the core ruleset's condition processing wrappers (like the ones handling the native auto-stacking hooks), or the text string isn't hitting the right listener to increment the existing tracker effect.Code:SAVEADD: Exhaustion
Would it be possible to look into aligning the SAVEADD handler with the new native Exhaustion effect? Thanks!
EDIT: my bad the NPC was immune that was why the exhaustion was not applied (i'm dumb xD)
Hi, I think I've spotted an issue with how standard core ruleset tags are parsed when Better Combat Effects Gold is enabled.
The Issue:
Standard attribute replacement tags like [INT], [STR], etc., are not being evaluated and replaced by their numerical values when an effect is added to the Combat Tracker. Instead, they are being added as literal strings.
Example Effect:
Observed Behavior:Code:DMG: [INT]
Testing in a clean campaign with EVERY other extension disabled:
- With BCEG Disabled: The effect parses correctly into the Combat Tracker (e.g., if the PC has a +4 INT modifier, it becomes DMG: 4).
- With BCEG Enabled: The effect lands in the Combat Tracker exactly as written: DMG: [INT], and the bracketed tag is never evaluated.
It seems like BCEG's custom effect-traversal or application hooks might be overriding or intercepting the core ruleset's standard handler before it has a chance to parse the bracketed attribute tags.
Has anyone else encountered this? Thanks!
I have, albeit with the [PRF] tag instead.
I'd like some clarity on BCEG. Right now, to my knowledge, MW is the one making changing to BCEG after the large scale changes to effects logic in FG.
But what is the long term prognosis here? MW is with smiteworks and to my knowledge is not "inheriting" BCEG - but just getting it back to working as he did AURAs before Bwatford took it over.
No one has stepped up to take over BCEG. I for sure will not.
So question is - what is the long term stability for this heavily used extension if there is no one person actually managing? Sure, we see people asking for fixes - and I assume MW will address those as part of the port to insure it is back to working.
But what about longer term?
EXTENSIONS = RISK
Unsupported extensions though?
They = "soon to no longer work and fall by the way side".
Hence, what is the long term prognosis of BCEG?
I'm not seeing this issue at all. It's working perfectly for me.
I'm testing with version v6.0. No other exts.
Double check who's turn it is and how you are applying it.
Are you applying it from the action tab? or custom effects or is it adding it through an effect add?
[EDITED BECAUSE I AM DUMB]
Disregard; I needed to read more pages.
I noticed an issue with BCEG awhile back with the change state options. I've tested this in a clean campaign with no other extensions loaded except for BCEG and had the same results. Effects are being removed too soon, despite the change state option selected. For example, Guiding Bolt. It it set to "Remove end of source turn" with a default duration of 2 rounds (taken from 5e Automatic Effects). When the effect is applied in the CT the duration is changed to 3. However, the effect is removed as soon as the source's turn is over, rather than at the end of their next turn. I have tried setting the default duration to other amounts (0, 1, 3+), always with the same effect.
I see that BCEG is no longer being officially supported, which is extremely disappointing. This is a critical extension for me, and effects like the one above really streamline combat at my tables. Any help would be appreciated. It is entirely possible (and likely) that I am simply missing something simple, but I fear that this is a thing that just no longer works correctly.
It’s not a fix to the “problem”, you’re right about the change state not accounting for rounds. However, for spells like Guiding Bolt that expire at the end of your next turn, you can do this.
When you are editing the spell effect, below the Description box, in the Duration section, there is the Round / Min / Hour box. Just to the right of that box are two small brown buttons you can click. Click the top brown button labeled “Start” two times, until it turns Purple color. When you hover over it a tooltip should pop up saying “Expire at End of Next Turn”. Set it for 1 round and it’ll work as the spell intends.