Fantasy Grounds Merchandise
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  1. #681
    I can look at short rest and some sort of conditional based on damage type. You may be able to do the damage type with another ext but it escapes me if that is possible some way or not

  2. #682
    Quote Originally Posted by BlueLeyez View Post
    Hello All,

    I’m trying to figure out how to program in Elemental Affinity (Draconic Sorcerer class) that says “You have affinity with a type of damage (acid, cold, fire, etc.) and when you deal damage of that type, you can add your Charisma modifier to one damage roll to that spell”. I know FG has DMGTYPE built in to make damages a specific type, but can BCEG parse for damage type’s? Something like “IF: DMGTYPE: cold; DMG: 5” [roll]?

    Any help would be greatly appreciated!
    What is normally done here is on spells which match your affinity, you would edit to add your CHA mod to it.

  3. #683
    I am trying to get the "tic OR toc ELSE clock" function to work. I unloaded all other extensions to test. If I use the given example in the Read Me:

    IF: 1 CUSTOM(tic); OR IF: 1 CUSTOM(toc); ADVATK; ATK: 10; ELSE: 1; DISATK; ATK: -10

    If I give the Character the "tic" condition it works and gives ADVATK and ATK: 10, but if I give the "toc" condition it does not give ADVATK or ATK: 10, and the Character still has DISATK and ATK: -10. Am I missing something? My goal is to give a Displacer Beast the GRANTDISATK unless it is stunned or incapacitated. The string I'm trying to get to work is:

    IF: 1 CUSTOM(Incapacitated); OR IF: 1 CUSTOM(Stunned); Nothing; ELSE: 1; GRANTDISATK

  4. #684
    Quote Originally Posted by BlueLeyez View Post
    I am trying to get the "tic OR toc ELSE clock" function to work. I unloaded all other extensions to test. If I use the given example in the Read Me:

    IF: 1 CUSTOM(tic); OR IF: 1 CUSTOM(toc); ADVATK; ATK: 10; ELSE: 1; DISATK; ATK: -10

    If I give the Character the "tic" condition it works and gives ADVATK and ATK: 10, but if I give the "toc" condition it does not give ADVATK or ATK: 10, and the Character still has DISATK and ATK: -10. Am I missing something? My goal is to give a Displacer Beast the GRANTDISATK unless it is stunned or incapacitated. The string I'm trying to get to work is:

    IF: 1 CUSTOM(Incapacitated); OR IF: 1 CUSTOM(Stunned); Nothing; ELSE: 1; GRANTDISATK
    Looks like documentation error as there should be a ; after or to separate the clauses

    IF: 1 CUSTOM(tic); OR; IF: 1 CUSTOM(toc); ADVATK; ATK: 10; ELSE: 1; DISATK; ATK: -10

    likewise

    IF: 1 CUSTOM(Incapacitated); OR; IF: 1 CUSTOM(Stunned); Nothing; ELSE: 1; GRANTDISATK

  5. #685
    Hello again.

    I noticed that this extension includes mastery support, and I was curious as to how it is meant to be applied to a creature in combat. My party's martials (well, really the Fighter; Paladin's rocking his unarmed fighting stuff) have a hard time remembering to use their masteries and I was curious how the syntax is supposed to work. For instance, how would a Shortsword's Vex be applied?

  6. #686
    Appears BCEG conflicts with AE so if running both it's not working I'll get a fix out Monday. When fixed, there are a couple of ways to do it. You can use AE and edit each weapon with the effect and set to action only. Or you can do the following which is a generic vex and will work with any weapon that has the vex weapon mastery property. The same applies for any mastery.

    The actor will have to have the weapon mastery feature and then you edit that line, separated by commas to define the actors chosen weapon masteries. I want to improve this a bit as it is a bit wonky I think and was hoping SW would do it for me but so far no dice. I might just come up with a UI option for it as much as it pains me to add UI to this ext.
    Attached Images Attached Images

  7. #687
    This is how I did vex; 2 parts. The one under "traits" is always on - I use a Traits section for everything I need to replace if someone's removed and re-added to the CT.

    vex.png

  8. #688
    Version Update: v5.45
    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

  9. #689
    Okay, with Advanced Effects and BCEG compatible again, I put together what you guys came up with to create the following Mastery codings;

    Vex.
    Targeting self/AdvEffects:
    Code:
    Vex; IF: MASTERY(vex); SDMGADDT: !VexAdv(A distinguishing marker based on the PCs name to seperate them from other PCs, IE the first letter of their name; this will appear as X later on)
    
    VexerX (This is its own effect, so that the bonus only applies to you and not to others or to others you target)
    In the custom effects tab:
    Code:
    !VexAdvX; IFT: CUSTOM(VexerX); GRANTADVATK; [SRE]; [D: 2]; [ROLL] (note that you should make one for each party member with Weapon Masteries)
    Graze.
    Targeting self/AdvEffects:
    Code:
    Graze; IF: MASTERY(graze); ATKMADDT: !Graze
    In the custom effects tab:
    Code:
    !Graze; DMGA: [STR] slashing; [RS]; [D:2]
    Sap.
    Targeting self/AdvEffects:
    Code:
    Sap; IF: MASTERY(sap); SDMGADDT: !SapDisX
    In the custom effects tab:
    Code:
    !SapDis; DISATK; [SRE]; [D:2]; [ROLL]
    Slow.
    Targeting self/AdvEffects:
    Code:
    Slow; IF: MASTERY(slow); SDMGADDT: !Slow
    In the custom effects tab:
    Code:
    !Slow; SPEED: -10; [SRS]; [D:2] (works great with Step Counter + Walk This Way by Farratto)
    As for the others, Cleave works best as a damage debuff (-[STR]) that's applied as an effect from your actions tab (I can't imagine automation would be easy outside of a built in prompt that pops up on every hit with Cleave weapons), Nick isn't necessary to code (unless you have an extension that tracks actions and bonus actions, maybe?), neither is Push (forced movement of enemies is a DM thing), and Topple... I'm not sure. I imagine it could be possible but seems like it be code spaghetti.
    Last edited by metaldm007; March 18th, 2025 at 05:25. Reason: clarification and corrections for Vex rules

  10. #690
    One note I neglected to mention that is important for 2024 mostly for npc is if it isn’t a spell from the phb the attack is a weapon attack. They did away with attack type for npcs. So paralyzing touch by lich. Not magical and not a spell. Arcane burst. Not spell not magical. By rule of omission

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