Thread: Better Combat Effects
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August 24th, 2024, 02:03 #721
That are problably a 4e only thing. I am not sure if there is something similar in 5e.
Discord: starwolf.
Games I host on FGU:
- Traveller (MGT2)
- DnD 4e (Campaign in development)
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September 7th, 2024, 15:41 #722
Does Better Combat Effects Gold have all of the functionality included in this extension (Better Combat Effects)?
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September 7th, 2024, 16:45 #723
- Join Date
- Mar 2016
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- 261
It has that plus much more.
https://forge.fantasygrounds.com/shop/items/155/view
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September 8th, 2024, 22:38 #724
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September 17th, 2024, 17:36 #725
Version Update: v4.32
* Updated: For 2024 ruleset
* Fixed: SAVE* supplemental effect not being processed if actor moves out of aura before save is resolved
* Fixed: EXPIREADD not working depending on how the effect is removed
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September 19th, 2024, 19:08 #726
FYI, the forge page may need a new color selection: BCE.png
My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance** accidentally deleted, If anyone grabbed a copy, PLEASE let me know**. Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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September 19th, 2024, 19:36 #727
PFrpg
I am trying to do an ongoing save for the following:
Bone Lock (Su): With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect.
*At 8th level, the duration is increased to a number of rounds equal to her shaman level, though the target can attempt a save each round to end the effect if its initial saving throw fails.
*At 16th level, the target can no longer attempt a saving throw each round to end the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.
Bone Lock (8); staggered; SAVEE: 10 [WIS] [HCL] CON (R)
What I THINK I am doing:
Bone Lock (8) = Label
staggered = condition (uncoded so essentially another label)
SAVEE: = Force a save at the end of the targeted creatures round
10 [WIS] [HCL] = DC of the save? based off the casters CL (Half) and WIS
CON = Here is my confusion, I want this to be a FORT save vs the above DC but I do not see an option.
(R) = Remove effect if save is successful
How do I tell FG what save to roll?
It essentially does nothing as I go through the roundsLast edited by Morenu; September 19th, 2024 at 19:39.
My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance** accidentally deleted, If anyone grabbed a copy, PLEASE let me know**. Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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September 19th, 2024, 21:51 #728
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September 19th, 2024, 22:12 #729
FFS, yeah ok... thx. :::Facepalm:::
In effect Builder, I am not sure who codes the PF1e add on but this is where I got confused: Eff Builder.png The red box doesn't give any save options and as far as I can tell you also can't do 10 [WIS] [HCL], you can only do a number and 1 bracketed choice I believe.My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance** accidentally deleted, If anyone grabbed a copy, PLEASE let me know**. Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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October 1st, 2024, 05:37 #730
- Join Date
- May 2016
- Posts
- 191
Hello Rhagelstrom,
Looks like I found a small conflict with this extension and lighting, specifically token lights. The other night was the first time I've used lighting since starting to use your extension (which is fantastic by the way!).
When you put a light effect on a character or npc, either on the map or on the combat tracker from either the effects or manually type it (LIGHT: 20 torch, etc.) It works just fine.
However, when you click the "On/Skip/Off" button on the effect line in the combat tracker, it does not turn it off. Instead it keeps adding additional instances of that light. So if you click "on" 8 times, in the lighting menu on the map, you'll see < 8 / 8>. Also, each click increases the lights size. Each of those 8 need to be removed in the Lighting menu individually.
Better Combat.jpg
It doesn't impact the round counter/ timer. And as long as you don't click the green on button you can still remove the light with the delete button on that effect.
I tested this with a fresh campaign, using Pathfinder first edition. With no other extensions loaded.
Thank you for all your work on this extension!
Rob
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