TALES of the VALIANT
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  1. #671
    The apply cycler set to DUSE will disable the effect when it is used. Then you can use the change state cycler to determine when you want it to activate again or just leave it forever off.

  2. #672
    I have spent a lot of time working with BCEG, but admit i do not understand how to use everything. For my game it is an essential expansion of FGU's effects. I am thinking that what im going to ask is outside of the realm of its capabilities, but i would love to be surprised and be incorrect.

    What do we do in the situation where a character gains advantage on saving throws against enchantment spells? Or for that matter any school of magic? Am i correct there is no way (currently) to make spell schools something the effects could check against?

    If this is impossible, i guess this post is here to simply make a feature request. Either way, thank you for what you have done with this, it is so important to my games. My players love as much automation as possible on effects, as they are a high level party with many abilities that often get lost in the shuffle.

  3. #673
    Quote Originally Posted by jonesdaadi View Post
    I have spent a lot of time working with BCEG, but admit i do not understand how to use everything. For my game it is an essential expansion of FGU's effects. I am thinking that what im going to ask is outside of the realm of its capabilities, but i would love to be surprised and be incorrect.

    What do we do in the situation where a character gains advantage on saving throws against enchantment spells? Or for that matter any school of magic? Am i correct there is no way (currently) to make spell schools something the effects could check against?

    If this is impossible, i guess this post is here to simply make a feature request. Either way, thank you for what you have done with this, it is so important to my games. My players love as much automation as possible on effects, as they are a high level party with many abilities that often get lost in the shuffle.
    Correct there is no way to filter anything on spell school. I have a branch to fix this but it spirals a bit because there is a lot more to it. I kind of put it on the back burner lately because life. But yes this is a feature I’ve been working on, admittedly less so recently

  4. #674
    Could you possibly make it so messages like this (Remind Conditions on Turn) that are GM Only have the "Eye" icon to indicate that they are GM Only?

    Screenshot 2025-02-10 185442.png

  5. #675
    Quote Originally Posted by rocketvaultgames View Post
    Could you possibly make it so messages like this (Remind Conditions on Turn) that are GM Only have the "Eye" icon to indicate that they are GM Only?

    Screenshot 2025-02-10 185442.png
    They should only go to the DM, do they not? It's more of a curiously thing which is probably less needed at all since the Walk this Way extension came along.

  6. #676
    Quote Originally Posted by rhagelstrom View Post
    They should only go to the DM, do they not? It's more of a curiously thing which is probably less needed at all since the Walk this Way extension came along.
    They do go to GM only, but they don't have that indicator that shows it... I would just love to globally know that GM only messages are GM only messages by virtue of that "eye" indicator... to avoid wondering what the players are seeing for sure.

  7. #677

  8. #678
    Quote Originally Posted by rhagelstrom View Post
    fair
    I know that Stv just did this recently for Legendary Assistant's messaging. It's a huge help to have the consistency for all messages if possible.

  9. #679
    Going over the new MM statblocks and I noticed that the incubus (and possibly succubus) has their restless touch prevent a creature from benefiting from short rests. BCEG has the option for no long rest benefits and no short or long rest benefits, but it appears it doesn't have an option for just no short rest benefits. Figured I'd make a request for it.

  10. #680
    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!

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