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August 5th, 2022, 15:57 #801
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August 5th, 2022, 17:45 #802
I'm not sure exactly what you trying to do.
ACTION ONLY is used for WEAPON ATTACKS only.
So when you use that weapon in combat it will apply the effects in either ATTACK or/and DAMAGE with that weapon only IF ACTION ONLY is checked.
You can use a duration field on effects, but if you are applying Advanced Effects, you can't do a duration as they are either on while equipped or on the Char when put into the CT. (or NPC). There is no duration for this.
If you have questions on how BCEG works, I would post over there and explain what you are asking. I'm not really fully sure what you are trying to do or what is not being understood.
Overall. Advanced Effects do not use duration.-MrDDT
Discord @mrddt
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http://fgapp.idea.informer.com/
Vote For Idea to Default Modules to GM Only
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August 5th, 2022, 20:51 #803
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- Sep 2017
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I'm trying to understand how the Action Only option in 5E Advanced Effects is working. I think the combination of things noted above finally made it click for me...
I had thought...
Action Only meant the action would trigger the effect to be applied as a result of the action. So why couldn't any effect; LoveTap, Dodge, Blinded, Turned, etc. be the applied effect as a result of the action?
Now I'm understanding it to be...
Action Only means the effect is applied for that immediate action only. This would be the equivalent to Fantasy Ground's original Spell/Ability Effects field of Expend = On Next Action. Except Action Only would apply to every action from that weapon.
"Overall. Advanced Effects do not use duration." <- That's confusing, given the fields are built into the window when applying Effect Features to an item. Is the Type field also ignored by 5E Advanced Effects?
If I'm still misunderstanding, tell me. I'll try and discuss on your discord.
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August 6th, 2022, 02:15 #804
I stand corrected, you CAN use that as a duration, however, I've never used that before. I guess if it's for if you equip something it will only give you that effect while equipped AND for that duration that you put in the dice and mod.
So the dice there is for random duration effect, and mod would be a set effect (or in addition to the dice), unit is for how long it will last.
Remember this is for only from the time it's equipped and stays equipped the whole time.
So again, this wouldn't affect the duration of things you apply through the effect that is already on, this only is affecting the effect that is on the item.
Most items I know do not have their effects expire like this.
You don't equip dodges and blinded etc through your inventory. You would just apply an effect normally that does that. Those effects would have a duration.
Again the duration is ONLY for equipped items duration if that effect has a limited duration. Example would be like a torch.
You pull out a torch that gives you LIGHT: 20/40 torch effect for 1 hour.
After 1 hour the effect will come off, even though you have the torch equipped still.
Now if you using like a magical sword that does DMG: 1d6 fire on all attacks, this would not have a duration at all. (you would turn on action only)-MrDDT
Discord @mrddt
Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
http://fgapp.idea.informer.com/
Vote For Idea to Default Modules to GM Only
Vote For Idea to Give GM More Hotkey Options
Vote For Idea to Disable Dice Animations
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August 6th, 2022, 19:33 #805
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- Mar 2018
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- 5
I thought I replied to this, but apparently it didn't save or I'm just not seeing it I'm using the latest version from Forge, it's not an interaction with an extension it does it when it's the only one installed as well as when all my others are on. What happens (at least what I've found so far) when I click to make a roll (attrib roll, saving throw, attacks, damage, skill checks), the roll visually happens, but it doesn't show up in chat and an error pops up... I also can't add enemies to the combat tracker. I can add heroes but nothing from the NPC list. I'm sure I'm forgetting something but that's what I can think of in the moment. Attaching the errors from console.log not sure if any others matter.
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August 6th, 2022, 19:38 #806bmos' extensions
he/them
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August 6th, 2022, 20:21 #807---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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August 6th, 2022, 21:36 #808
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- Mar 2018
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Thanks so much! I'll check that!
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August 6th, 2022, 21:47 #809
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August 27th, 2022, 13:19 #810
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- May 2022
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Hello,
I'm trying to implement 5e "Relentless Endurance" feat of Half Orcs as an Advanced Effect in Abilities sheet tab. Before I was using it as a manual effect to be activated by player each time (which works correctly).
Now, I'm using this code on abilities sheet: [IF: unconscious; REGENA: 1]. Means that if an attack reduce the character to 0 Hp it regain suddenly one hit point coming back to life.
I works great like the manual effect I was using before, however the effect itself remains active. See picture below:
1. Before last attack:
1.png
2. After last attack and Relentless Endurance activation:
2.png
3. How it should look like
3.png
Any suggestions? Am I doing something wrong?
I tried to flag the "ActionOnly" as well with no luck.
Thanks!
PS: good news is that even staying as point 2, the relentless endurance feat is not applied anymore, which is correct. So it seems that the effect is canceled but it remains written in combat tracker.
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