TALES of the VALIANT
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  1. #1

    5E - Better Combat Effects Gold

    5E Better Combat Effects Gold

    Forge Link: 5E Better Combat Effects Gold

    Documentation: README.pdf

    Videos:
    Concept/Overview

    Change State
    Conditional Operators


    Better Combat Effects Gold (BCEG) is an extension that allows for fine tuning of when effects are enabled, disabled, removed, and added. Better Combat Effects Gold is specifically tuned to support 5E Automatic Effects packages. The features added allow BCEG and 5eAE to automate NPCs and PC effects to work as written in Fantasy Grounds Unity.

    Building off of the wildly popular free extension Better Combat Effects (BCE), BCEG is the next evolution of the product. It is backwards compatible, while adding new and exciting features. All future development will happen within BCEG.

    Note: A module is included with this extension which contains complete documentation.

    Additions BCEG has over BCE:

    • Save vs Condition - Saves against conditions and damage will automatically be granted adv/dis based on the traits of the actor making the saving throw.

    • ADVCOND,DISCOND: [condition] - Explicit advantage/disadvantage when rolling a save vs condition or damage type

    • Documentation module - A module is include with this extension that details a complete list of effects tags for BCEG

    • Ongoing Saves (ADV) (DIS) - (ADV)(DIS) can be added to BCE ongoing saves to grant advantage or disadvantage

    • DUR: (N) - Dynamically set the duration of the effect at time of add. (N) can be number or dice string

    • SAVERESTL - Perform ongoing save on long rest

    • SSAVES, SSAVEE - Perform ongoing save on the source of the effects turn.

    • EFFINIT: (N) - Set the initiative of the effect on add

    • NOREST, NORESTL - Actor gains no benefit from short rest/long rest

    • DMGA,DMGD,DMGR now accept damage and range types as filters

    • ATKD,ATKA,ATKR - Activate, Deactivate, Remove effect when the attack action is taken

    • SAVEADD: (N) (effect) - Will only activate when the save fails by (N). Think of this as a "Hard fail". If (-N) will fire when the result is N or less.

    • TATKHDMGS: (D) - Source of attack takes damage from target on successful hit

    • TATKMDMGS: (DC) Source of attack takes damage from target on miss

    • Replace FGU [] Tags - Tags like [PRF][LVL][CLASS] can now be defined in the NPC sheet effect list as (PRF)(LVL)(CLASS) to process as expected

    • (DE) - Will disable the effect on use

    • SDC - Can be written as [SDC] or (SDC)

    • (E) - Will remove the effect when the source of the effect drops to 0 HP

    • DUSE - Will deactivate the effect on any tag match

    • ATURN - Activate Effect on the start of any Actor's turn

    • SDC: (N) - Will add or subtract (N) from the Actor's spell save DC

    • ELUSIVE - No attack roll has advantage against this Actor

    • UNFLANKABLE - Attack rolls do not gain flanking bonuses against this Actor - Requires Flanking and Range extension

    • Conditional operators

    • ATKHA,ATKHD,ATKHR, - Activate,Deactivate,Remove effect when the attack is successful

    • ATKMA,ATKMD,ATKMR, - Activate,Deactivate,Remove effect when the attack is unsuccessful

    • ATKHADD - Add custom effect when the attack is successful

    • ATKMADD - Add custom effect when the attack is unsuccessful

    • ATKFADD - Add custom effect when the attack is fumble (critical miss)

    • ATKCADD - Add custom effect when the attack is critical hit

    • (RA) - Added to remove effect on any save

    • Spell attack and Spell Range filters and ATK([range],[attack type]) conditional operator which will return true if matching range filter or attack type filter

    • SNEAKATK, RAKISH, - For rogue sneak attack automation and rakish audacity

    • Automated Pack Tactics Trait

    • DESTROY - Destroy Actor when added

    • SAVEONDMGT -Same as SAVEONDMG but applied to the target. Subsequent tags (SAVEDMG, SAVEADD, SAVEADDP, etc) will also apply to target

    • CDMG,MDMG,HDMG - Crit damage, Max Damage, Half Damage. Works like modifiers buttons but also accepts filters.

    • Reistance to spell damage

    • ATKADDT, ATKHADDT, ATKMADDT, ATKFADDT, ATKCADDT - Add effect to target on attack type

    • Players own Actors effects and can delete from CT

    • HEAL - accepts max descriptor for maximum heal

    • OBSCURE - Mark Actors as obscured as well has how they are obscured

    • House Rule (option): Truesight,Blindsight,Tremorsense negate Invisible if the target can see the attacker

    Links:
    Better Combat Effects Gold
    Buy 5eAE here on DMs Guild by Aridhro
    Learn more about 5eAE here by Aridhro
    MeAndUnique Extensions
    Grim Press Discord
    Attached Files Attached Files
    Last edited by rhagelstrom; March 17th, 2025 at 21:08.

  2. #2
    Version History:
    5.9
    Feature: DUSE to the apply cycler in the CT
    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: 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 and DUSE 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
    Removed: Performance Data Tracking
    5.10
    Fixed: Logic for change state cyclers
    Fixed: SAVEA
    Fixed: (RA) not removing
    Changed: RTE will not add +1 dur
    5.11
    Fixed: Script error SaveVs from client
    5.12
    Fixed: Change State cycler SDS not working
    Fixed: SSAVEE/SSAVES not working correctly
    5.13
    Feature: Effects Migrator
    Fixed: CS none with duration sometimes increasing duration
    5.14
    Fixed: Change State Remove on end of turn needed some tweaking
    Fixed: Fantasy Grounds doesn't propagate weapon attack type (spell or weapon) when NPC attacking from the CT
    Under the Hood: Performance improvement on change turn
    Fixed: More descriptive labels for ongoing damage and ongoing regen
    Removed Advanced Effects dependency for Sneak Attack and conditional operator WEAPON
    Documentation: conditional operator WEAPON was missing from PDF documentation
    5.16
    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
    5.17
    Fixed: NPC Innate Spellecasting with [SDC]
    Fixed: Changed utilitybox to match for FG 4.4.0
    Changed: WEAPON conditional operator will match on a partial match instead of exact match
    5.18
    Fixed: Unicode not being stripped from effects when added to CT
    Fixed: Migrate Effects dialog for under the hood changes
    5.19
    Fixed: New custom effects not detected by BCE/G
    5.20
    Feature: Conditional operator HP - True if the actor has hit points that are greater/less than the operation.
    Fixed: ATKCADD missing from documentation.
    Conditional operators support both >=,<= and =<,=>.
    5.21
    Feature: SAVEONDMGT - Same as SAVEONDMG but applied to the target. Subsequent tags (SAVEDMG, SAVEADD, SAVEADDP, etc) will also apply to target
    Feature: Conditional operator CR which is True if the actor CR/level are greater/less than the operation
    Feature: DESTROY - Destroy Actor when applied
    5.22
    Fixed: Cycling power group options sometimes resulted in [SDC] being calculated incorrectly
    Fixed: Ongoing saves not giving adv/dis with ADVCOND/DISCOND
    Fixed: Traits not being picked up on table start for ct actors. Needed for automatic adv/dis for saves/ongoing saves
    Feature: CDMG,MDMG,HDMG - Crit damage, Max Damage, Half Damage. Works like modifiers buttons but also accepts filters
    Documentation Module updated for effect building overview and nomenclature
    5.23
    Feature: Spell and spell effect resistance DMG and REGEN tags using the spell descriptor; Resistance can be accomplished by IF: ATK(spell); RESIST: all
    Fixed: [SDC] not calculation correctly for NPCs that have different innate spellcasting and spellcasting save DCs
    Fixed: FG DMGO tag not dealing sourced damage. More descriptive chat text
    Fixed: Minor performance improvements
    Fixed: Luacheck automated code checking indicated possible issues
    5.24
    Fixed: Script error on some instances of NPCs with [SDC]
    5.25
    Feature: ATKADDT, ATKHADDT, ATKMADDT, ATKFADDT, ATKCADDT
    Feature: Players own their Actors effects and thus can delete them from the CT
    Feature: HEAL accepts max descriptor for max heal
    Feature: ATK conditional operator accepts opportunity
    Feature: Option to Alert GM to actors conditions on turn
    Fixed: DUR not working with dice string
    DevOps: Support for automatic Forge updates from GitHub
    5.26
    Feature: OBSUCRED - See Below
    Feature: House Rule (option) Seeing though Invisible because of truesight, blindsight, tremorsense negates Invisible
    Fixed: HEAL tag not working correctly with mod
    Fixed: IMMUNE:CUSTOM() did not accept effect labels with () in them.
    Changed: IMMUNE:CUSTOM, if the effect label has the text 'AoE' or '($)', Chat message is suppressed if Immune. Prevents chat spam when used with AURA extension
    Changed: Ongoing SAVE accepts conditions as a descriptor to indicate the save type for purposes of automatic save vs condition
    Changed: Tags that add an effect can now add multiple effects separated by commas
    Removed: Legacy where saves could be defined SAVE: WIS 10
    **OBSCURED**
    The following descriptors and what vision types can see though them. must have 1 descriptor
    magical darkness - devil's sight, devilsight, truesight, blindsight, tremorsense
    darkness - darkvision, devil's sight, devilsight, truesight, blindsight, tremorsense
    physical - blindsight, tremorsense

    ADV on attacks if the defender can't see the attacker.
    DIS on the attack if the attacker can't see the defender.

    This will not change how vision appears on the map, only how the underlying game mechanics work.
    5.28
    Feature: [SDC] can be forced to be evaluated from a stat by [SDCINT], [SDCSTR] etc
    Feature: HEAL accepts descriptor self, which increases any healing done to this Actor (self) only
    Fixed: Script error attacking without tokens on a map
    Fixed: RAKISH not working properly when actor has no target and attack roll dropped on target
    Fixed: Remove change state not readjusting dur correctly for source effects
    Fixed: [SDC] not falling back to group when cast power isn't present
    Fixed: EXPIREADD descriptors split incorrectly
    Fixed: Conditional operator CRITICAL not working for 75 percent
    Fixed: Migrate window for UI updates
    5.29
    Fixed: DMGOE was also healing for same amount
    Fixed: NPC SDC not calculated correctly
    Fixed: Script error SNEAKATK on NPC with no CR or less than 1
    Revert: HEAL self needs more testing and has been removed for the time being as causing incorrect behavior elsewhere
    5.30
    Feature: Conditional operator logical OR. Will OR IF conditional statements when in succession can chain together. IF: CUSTOM(tic); OR; IF: CUSTOM(toc); ADVATK
    Feature: Conditional ELSE. See documentation for details
    Fixed: Conditions in effects added by SAVEADD, SAVEADDP, where not picked up for save vs condition
    Fixed: HEAL self is back
    Fixed: DMGO* and REGEN* tags applying from wrong source
    5.32
    Feature: DMGR will accept a decimal value between 0 and 1 to reduce raw damage (before resistances) by a percentage
    Fixed: Script error when attacking actor on different map
    Fixed: OBSCURED: darkness not working for darkvision
    5.33
    Fixed: Fixed: ADVCOND not working properly
    5.34
    Feature: HEXBLADE - Heal source of effect when Actor drops to 0 HP
    Fixed: Conditional operator name not matching if name was a creature type
    Fixed: Change state remove source not getting duration quite right
    Fixed: Change state last to process on end of turn
    Fixed: STACK tag match to be more exact
    Changed: Deprecated tags will output to GM chat when matched. These tags will be removed in the next month or so
    5.34
    Changed: effect init now ignored when considered a duplicate
    Fixed: 5E Evasion not working with SAVEDMG
    Fixed: SAVEONDMGT compatibility with Advanced Effects
    Fixed: Ongoing saves spending onroll ADV/DIS incorrectly
    5.36
    Feature: HEAL accepts descriptor temp to differentiate between temp hp heal and hp heal
    Feature: AC, HEAL, DMG accept a decimal. Increase/Decrease value of tag as a percentage in addition to a flat value
    Fixed: two-handed not working with conditional operator WEAPON
    Fixed: Concentration also removing same label with dur 0
    Removed: Deprecated change state tags. Use /migrate_effects to update
    Changed: Change state icons to match new default theme
    Changed: DMGR will randomize dice string on use
    5.37
    Updated: For 2024 ruleset
    Fixed: (E) not removing properly on other actors
    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
    Fixed: Script error when REGENA/DMGA used and only clause in effect
    5.38
    Fixed: Script error with Kingdoms and Warfare
    Fixed: Recharge not working
    5.39
    Feature: 2024 Sneak Attack, Cunning Strike automation
    Feature: 2024 Rogue Devious Strikes automation
    Feature: 2024 Conditional Operator MASTERY - True if weapon attack, weapon mastery property matches, and weapon mastery matches on the char
    Fixed: ADVCOND not working for damage from NPC
    Fixed: SAVEDC not working
    Deprecated: SDC, use SAVEDC - this is the Modifier tag e.g SDC: and NOT the macro [SDC]
    5.40
    Fixed: DMGA firing multiple times when used with SAVEA
    Fixed: MASTERY conditional when using Advanced Effects
    Fixed: Script error when using all descriptor in some cases
    Fixed: FG locks when SAVEA applied to multiple targets simultaneously
    Last edited by rhagelstrom; December 13th, 2024 at 13:59.

  3. #3
    5.41
    Feature: IMMUNECON If target has the specified property value, the target will be completely immune to the effect
    Fixed: SNEAKATK not working when using Theogeeks nat20
    Fixed: Script error with some saves using Requested Rolls
    5.42
    Feature: (TI) when present, the added effect will adjust on target initiative rather than source
    Feature: GRANTATK Grant bonus to attack rolls to all attackers
    Fixed: Script error with some 2024 masteries
    Fixed: script error with SNEAKATK and additional typed damage with DMG
    Revert: Backed out delayed updates for ongoing saves
    5.43
    Feature: 2024 support for Rogue Envenom Weapons automation
    Feature: 2024 support for Rogue Stealth Attack cunning strike
    Fixed: Saves from effects from non-CT sources e.g. advance effects, now default to source as target
    Fixed: Range conditional not checking conditions correctly (pack tactics)
    5.44
    Feature: Conditions Incapacitated, Stunned, Unconscious, Paralyzed, Petrified now remove concentration when added
    Feature: 2024 Conditions Incapacitated, Stunned, Unconscious, Paralyzed, Petrified impose disadvantage on init rolls
    Feature: DMGFLOOR will set the minimum raw roll value for a damage die to the mod value
    Feature: damagetype ignoreresist which causes all the other damage descriptors to ignore resistances
    Fixed: Conflict with ROLLON ext. ROLLON not working
    Fixed: EXPIREADD to respect conditionals
    5.45
    Feature: OBSCURED accepts descriptor illusionary - no sight check on bearer. truesight, blindsight, tremorsense for everyone else
    Fixed: Conflict with Advanced Effects
    Fixed: Documentation for or/else
    Changed: Display conditions messages marked as GM only
    Last edited by rhagelstrom; March 17th, 2025 at 21:10.

  4. #4
    Hi rhagelstrom, should the instruction module be live already? I've refreshed the FG updater multiple times but I can't see it in my module list. (as an aside, the extension is available).

    ***Sorry, please ignore. I just read the Grim Press Discord and it's not there yet.
    Last edited by knorbet77; January 23rd, 2022 at 01:17. Reason: More info found

  5. #5
    It seems the .mod wasn't in the original upload. The fix is awaiting SW approval. I've attached the mod to the first post in the meantime

  6. #6
    The module should now be included. Sorry for the mix-up.
    Check out the Grim Press Website!
    See our FG releases on the Fantasy Grounds Store.
    We're also releasing content on the FG Forge.
    Join our community Discord server to engage with us directly: discord.gg/grimpress.

  7. #7
    Version Update: 3.1
    Fixed - Space being removed from effect label when proceeded by a ,
    Fixed - (DE) not disabling effect on add as intended
    Fixed - Double CT menu when using some themes
    Fixed - Documentation module included with download

  8. #8
    I have to say Ryan, this is crazy awesome, so much time saved for DMs and players, can't believe how much work you've put into this. Hands down couple this with 5eAE (Automatic Effects mods) it's just so easy and clean now.

  9. #9
    Would you also provide a PDF of the documentation as a handy reference without opening a module reference in game?

    Have you heard of the Effect Builder extension? https://www.fantasygrounds.com/forum...Effect-Builder

  10. #10
    Quote Originally Posted by webdove View Post
    Would you also provide a PDF of the documentation as a handy reference without opening a module reference in game?

    Have you heard of the Effect Builder extension? https://www.fantasygrounds.com/forum...Effect-Builder
    He is the second post in that thread.

    You can find all the documentations in the FORGE post btw.

    It's not to hard to make a PDF if you want it, however, I just use the FORGE posts as they are updated.

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