STAR TREK 2d20
Page 1 of 68 1231151 ... Last
  1. #1

    CoreRPG Better Combat Effects

    Better Combat Effects extension allows for fine tuning of when effects are enabled, disabled, removed, and added.

    Supports CoreRPG but additional functionality for 5E/3.5E/4E/PFRGP

    You can find Better Combat Effects on the Forge with full documentation

    Better Combat Effects Gold is an version of Better Combat Effects which provides more integrated support with 5E Automatic Effects packages

    V 2.37
    Fixed Issue where aura effects with , in them where adding over and over
    Fixed CoreRPG updated broke -X from working properly
    Fixed Feedback loop when using EXPIREADD and things that fire on add like REGENA
    Fixed README.md was not displaying nicely on github
    Fixed Code cleanup with luacheck. Removed a bunch of warnings and all extra whitespace
    V 2.38
    Fixed 3.5E script error manager_action_damage.lua due to ruleset change
    Fixed 3.5E ongoing saves such as SAVEA not working correctly
    Added STACK to 3.5E Documentation
    Cleanup of onClose
    V 2.39
    Fixed - 3.5E conflict with Kelrugem's Extended Automation and Overlays
    V 2.40
    Fixed - 4E script error applyDamage
    V 2.41
    Fixed - Update documentation for Ability 3.5E
    Fixed - Ongoing save effects with (R) and (D) where being removed/disabled before the following tags were evaluated
    V 2.42
    Fixed - Script error -X 3.5E/4E
    V 2.43
    Fixed - Apply type not transferred from custom effects list when tags that add effect fire
    V 2.44
    Support for Effect Builder Extension by SoxMax (5E/3.5E/PFPRG)
    Fixed - Tags DMGAT,DMGDT,DMGRT were missing from documentation
    Fixed - EXPIREADD still needed additional attention
    Fixed - TDMGADDS was not working as intended with IFT
    V 2.45
    Fixed - Exhausted conflict when using Advanced Effects
    Fixed - Client script error using Requested Rolls with ongoing saves 3.5E/5E
    V 2.46
    Fixed - Duplicate effects added on expire
    Fixed - Savemods not working for ongoing saves
    Fixed - Rest tags not working for NPCs
    Fixed - Ongoing Saves incorrectly built with Effects Builder
    V 2.47
    Compatibility - 5E/3.5E - Ongoing saves can be written as SAVE***: (N) [ability] or SAVE***: [ability] (N)
    V 2.48
    Fixed: EXPIREADD adding twice....again
    Fixed: Rare script error with ongoing saves
    Fixed: Potential script error with experimental parsing
    Added: Save icon for save messages output to chat
    Added: (5E) Option to add or not add prone to unconscious NPCs with Undead Fortitude trait
    Documentation update
    V 2.49
    Fixed: Ongoing saves conflicting with BIDI extension
    Fixed: Ongoing saves not taking into account save filter
    Code cleanup
    V 2.50
    5E Fixed - Support for Advanced Effects not working as intended
    5E Support - Untrue Effects
    V 2.50.1
    Hotfix: ActionDamage.applyDamage header change in 5E Ruleset
    V 2.51
    Fixed: 5E script error when using advanced effects from ruleset change
    Support: 35E/PF1E Support for advanced effects extension
    V 2.52
    Fixed: Changed ongoing saves to fall within the pipeline. Fixes Evasion/Avoidance issue. Should also prevent/solve other corner case issues. This is how I wanted to originally implement ongoing saves but at the time I didn't know enough to do it correctly.
    Removed: Add Prone on unconscious as now native in ruleset
    Documentation update: SAVE tags format changed from SAVE: ABILITY (N) to SAVE: (N) ABILITY
    V 2.53
    Fixed: Save handler not overridden just registered for
    V 2.54
    Fixed: SAVEADD not working with requested rolls and rolled from a client
    V 2.55
    Fixed: More guards around delayed expire for EXPIREADD support
    Fixed: Adjustment for [SDC] as first option in ongoing saves
    V 2.56
    Fixed: DMGADD tag family not working from client
    V 2.57
    Changed: Forced ongoing saves to use new mod format. Will re-write effects with old format as new format
    Fixed: Conflict with Constitutional Amendments on string contains
    Added: Guard to protect against malformed effects
    V 2.58
    Fixed: FROMAURA applying multiple times
    Changed: Toned down the save icon color to fit more in with default theme
    V 2.59
    Changed: Damage adjust for extension compatibility
    Changed: Save icon to dull shield
    V 2.59
    Fixed: [SDC] translation not working properly when applied from a power
    Fixed - Script error in experimental parsing when text does not have a save modifier
    Changed - SAVEDMG in effect builder for mod format
    Changed: Save icon to dull shield
    V 2.60
    Fixed: [SDC] translation not working properly when applied from a power
    Fixed - Script error in experimental parsing when text does not have a save modifier
    Changed - SAVEDMG in effect builder for mod format
    V 2.61
    Fixed: [SDC] not taking into account power bonus in addition to group bonus when replaced when applied from a power
    V 2.62
    Fixed: Not all cases handled for translating SDC within a power
    V 2.63
    Fixed: SAVEDMG not applied when effect set to disabled. SAVEDMG will still not be applied when effect is removed before the save is resolved. Known deficiency
    V 2.65
    Fixed: Effects Builder DMGCS and SAVEO
    V 4.0
    Feature: BCE saves support (RA) which will remove the effect on a failed or successful save
    Feature: DMGR will now stack with itself
    Under the Hood: Moved signifgant code around to more fall in line with the FG paradigm and pipelines. Should be easier to maintain and less prone to errors
    Under the Hood: Added a binary sorter for better performance when searching custom effects window with a lot of effects.
    V 4.1
    Fixed: Saves for Pathfinder not working
    V 4.2
    Fixed: PFRPG Conflict with Advanced Automation and Overlays extension
    Fixed: Add effect/condition tags where not adding condition
    Fixed: (R) removing on any save rather than just success
    V 4.3
    Fixed tags SDMGOS,SREGENS, STREGENS, SDMGOE, SREGENE, STREGENE fireing when the were not suppose to
    Under the Hood: Luacheck for automated code checking for errors/warnings
    Under the Hood: Formatting
    V 4.4
    Fixed: Script error when damage applied is negative
    Fixed: Script error when using -X
    V 4.5
    Fixed: PFRPG script errors and Kelrugem overlay(s) support
    V 4.7
    Fixed: PFRPG tag STACK code missed in refactor
    Fixed: On add tags not doing something when target is self
    Fixed: Tags without modifiers not processing
    Fixed: STURNRE/STURNRS needs adjusting with refactor
    V 4.8
    Fixed: PFRPG added back saves ability to be long form or shortform. Long form is deprecated
    Fixed: Cleaned up effects builder support
    More DB calls cleanup
    4.9
    Feature: Added DUR so the effect duration can be set on add
    Fixed: SAVEDMG not working if effect is disabled before damage is calculated
    Changed: TURNRS, TURNRE will remove if effect disabled
    4.10
    Feature: Change state added a change state cycler in the CT, powers, custom effects window. Change state tags are all the tags that Activate/Disable/Remove an effect on start or end of turn. Should see better performance on change of turn.
    Feature: DUSE which disables effect when it is used added to the Apply cycler
    Feature: Option to Deprecate Change State tags. You need to enable this for the performance gains however the Change State tags will no longer work so you'll have to have all your change state done via the cycler.
    Notice: At some point in the future Change State tags will be deprecated and removed. Since this is such a big change there will be a few months worth of grace period.
    Fixed: [SDC] not calculated correctly for warlock
    Fixed: Tag SDC not adding bonus to [SDC] on replace
    4.10
    Fixed: Logic for change state cyclers
    Fixed: SAVEA
    Fixed: (RA) not removing
    Changed: RTE will not add +1 dur
    4.11
    Fixed: Change State cycler SDS not working
    4.13
    Feature: Effects Migrator
    Fixed: CS none with duration sometimes increasing duration
    Version Update: 5.14
    4.14
    Fixed: Change State Remove on end of turn needed some tweaking
    4.15
    Under the Hood: Performance improvement on change turn
    Fixed: More descriptive labels for ongoing damage and ongoing regen
    4.16
    Fixed: Change State encoded to CT when loaded from module via Equipped Effects or similar extension
    Fixed: Chance template name collision with Random Encounter Generator extension
    Fixed: Script error when dragging attack roll from chat to CT
    Changed: DMGR with an empty filter will assume all. all is no longer required for all
    4.17
    Fixed: NPC Innate Spellecasting with [SDC]
    Fixed: Changed utilitybox to match for FG 4.4.0
    4.18
    Fixed: Migrate Effects dialog for under the hood changes
    4.19
    Fixed: New custom effects not detected by BCE/G
    4.20
    Fixed: 5E Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
    4.21
    Feature: Starfinder RPG support
    Fixed: CI indicated potential bugs
    Attached Files Attached Files
    Last edited by rhagelstrom; October 25th, 2023 at 23:56. Reason: Version Update

  2. #2
    This is amazing, thanks so much for sharing!

  3. #3

  4. #4
    Looks great
    Fantasy Grounds Converter for Grim Press
    My projects:

  5. #5
    Awesome!

    I support ORC(L) and #opendnd!

    Check out my Extensions and Materials for FGU!
    Dark Theme: Sir Motte's Magnificent Darkness - Hearth Edition.
    Custom GM Icon: Sir Motte's GM Icon Replacer.
    Midjourney Art: AI generated images for my campaign.

  6. #6
    Just tested, what can I say AWESOME!

    I have a question what's the meaning of TempHp Reduction is Damage??? in option

    there is also a small bug. If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.
    Last edited by Drogo210; June 5th, 2021 at 15:18.
    UTC +2
    Italian DM
    Italian/English Player

  7. #7
    Quote Originally Posted by Drogo210 View Post
    Just tested, what can I say AWESOME!

    I have a question what's the meaning of TempHp Reduction is Damage??? in option

    there is also a small bug. If you close the game by "Return to Launcher" the extension disappears and you need to reload FG.
    Since Temp HP is considered a buffer from damage, when that setting is set to off, the damage logic of this extension won't be executed for temp HP reduction but only HP reduction. If you wish for the logic to always be executed, then set that the option to on.

    Thanks for the bug report. I'll take a look at it and post an update.

  8. #8
    Quote Originally Posted by rhagelstrom View Post
    Since Temp HP is considered a buffer from damage, when that setting is set to off, the damage logic of this extension won't be executed for temp HP reduction but only HP reduction. If you wish for the logic to always be executed, then set that the option to on.
    Can you make me an example? because I am confused about how it works or does not work . If is set off and I have Temp HP it would not reduce by Temp HP but my HP? If so why should I use it? I didn't see any logic (script) for bypassing HP Temp
    UTC +2
    Italian DM
    Italian/English Player

  9. #9
    Quote Originally Posted by Drogo210 View Post
    Can you make me an example? because I am confused about how it works or does not work . If is set off and I have Temp HP it would not reduce by Temp HP but my HP? If so why should I use it? I didn't see any logic (script) for bypassing HP Temp
    Example might be best. Character has 10 Temp HP. Character gets hit and takes 5 damage, which reduces its Temp HP to 5 and the HP stays the same. With that option set to off: if the character has a cloak of displacement, the cloak would NOT be disabled until the start of the next turn because the character didn't technically take damage but a reduction in Temp HP. With it set to on, the cloak would be disabled.

    So it is basically asking you if you play temp HP like more hit points, or is it more like some sort of magical force field that protects you.

  10. #10
    Quote Originally Posted by rhagelstrom View Post
    Example might be best. Character has 10 Temp HP. Character gets hit and takes 5 damage, which reduces its Temp HP to 5 and the HP stays the same. With that option set to off: if the character has a cloak of displacement, the cloak would NOT be disabled until the start of the next turn because the character didn't technically take damage but a reduction in Temp HP. With it set to on, the cloak would be disabled.

    So it is basically asking you if you play temp HP like more hit points, or is it more like some sort of magical force field that protects you.
    Holy Cow, nice!
    UTC +2
    Italian DM
    Italian/English Player

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Starfinder Playlist

Log in

Log in