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Better Combat Effects

by rhagelstrom

FREE
4.83 Avg. rating

Forum Thread
Total Subscribers: 1988


Description

Better Combat Effects

Current Version: 4.20
Updated: 09/25/23

Better Combat Effects is an extension that allows for fine tuning of when effects are enabled, disabled, removed, and added.
Comments and Bug Reports

Better Combat Effects supports Effect Builder, a GUI for building effects
Effect Builder
Effect Builder Plugin 5E
Effect Builder Plugin 3.5E/PFRPG

BCE Modifier Tags

ColorRulesets Supported
Crimson5E, 3.5E, PFRPG
Green5E, 4E, 3.5E, PFRPG
Magenta4E
Orange5E
Purple5E, 4E
ModifierValueDescriptorsNotesRuleset
Add Effect
DMGA(D)[damage type]*Apply damage when the effect is added5E 4E 3.5E PFRPG
REGENA(D)One time regeneration when the effect is added5E 4E 3.5E PFRPG
SAVEA(N) or [SDC][ability] (R) (RA) (D) (H) (M) (F)Roll ongoing save when effect is added where (N) is a number or [SDC]5E 3.5E PFRPG
TREGENA(D)One time regeneration to temporary HP when the effect is added5E 4E 3.5E PFRPG
Attack
ATKDS(-)DEACTIVATE effect if the source of the effect is attacked4E
Damage
DMGAT(-)Activate effect when damage is taken5E 4E 3.5E PFRPG
DMGDT(-)Deactivate effect when damage is taken5E 4E 3.5E PFRPG
DMGRT(-)Remove effect when damage is take5E 4E 3.5E PFRPG
TDMGADDT(-)[effect]TARGET of the attack will add an effect to the TARGET (itself) when damage is done5E 4E 3.5E PFRPG
TDMGADDS(-)[effect]TARGET of the attack will add an effect to the SOURCE of the attack when damage is done5E 4E 3.5E PFRPG
SDMGADDT(-)[effect]SOURCE of the attack will add an effect to the TARGET when damage is done5E 4E 3.5E PFRPG
SDMGADDS(-)[effect]SOURCE of the attack will add an effect to the SOURCE (itself) when damage is done5E 4E 3.5E PFRPG
DMGR(D)[damage type],all, [range]Reduce the damage taken by the specified damage type(s) by (D)5E 4E
SAVEONDMG(N) or [SDC][ability] (R) (RA) (D) (H) (M) (F)Roll ongoing save when the Actor's takes damage where (N) is a number or [SDC]5E 3.5E PFRPG
Expire Effect
EXPIREADD(-)[effect] or [condition]Add effect or condition when this effect expires5E 4E 3.5E PFRPG
Misc
DC(N)(N) will be added to the [SDC] when [SDC] is automatically replaced5E
DUR(N)(-)Sets this effects duration to (N) when applied5E 4E 3.5E PFRPG
Ongoing Damage
DMGOE(D)[damage type]*Apply ongoing damage at the END of the Actor's turn5E 4E 3.5E PFRPG
SDMGOS(D)[damage type]*Apply ongoing damage at the START of the Actor's turn who applied the effect5E 4E 3.5E PFRPG
SDMGOE(D)[damage type]*Apply ongoing damage at the END of the Actor's turn who applied the effect5E 4E 3.5E PFRPG
Ongoing Regeneration
REGENE(D)Apply regeneration at the END of the Actor's turn5E 4E 3.5E PFRPG
SREGENS(D)Apply regeneration at the START of the Actor's turn who applied the effect5E 4E 3.5E PFRPG
SREGENE(D)Apply regeneration at the END of the Actor's turn who applied the effect5E 4E 3.5E PFRPG
STREGENS(D)Apply regeneration to temporary HP at the START of the Actor's turn who applied the effect5E 4E 3.5E PFRPG
STREGENE(D)Apply regeneration to temporary HP at the END of the Actor's turn who applied the effect5E 4E 3.5E PFRPG
TREGENS(D)Apply regeneration to temporary HP at the START of the Actor's turn5E 4E 3.5E PFRPG
TREGENE(D)Apply regeneration to temporary HP at the END of the Actor's turn5E 4E 3.5E PFRPG
Ongoing Save
SAVES(N) or [SDC][ability] (R) (RA) (D) (H) (M) (F)Roll ongoing save at the START of the Actor's turn where (N) is a number or [SDC]5E 3.5E PFRPG
SAVEE(N) or [SDC][ability] (R) (RA) (D) (H) (M) (F)Roll ongoing save at the END of the Actor's turn where (N) is a number or [SDC]where (N) is a number or [SDC]5E 3.5E PFRPG
SAVEDMG(D)[damage type]*Damage done on failed ongoing save5E 3.5E PFRPG
SAVEADD(-)[effect] or [condition]Add effect or condition on a failed ongoing save5E 3.5E PFRPG
SAVEADDP(-)[effect] or [condition]Add effect or condition on a successful ongoing save5E 3.5E PFRPG
Rest
RESTS(-)Remove effect when the Actor takes a short rest5E 4E 3.5E PFRPG
RESTL(-)Remove effect when the Actor takes a short or long rest5E 4E 3.5E PFRPG
Stack
STACK(-)Multiple of this effect is allow to be applied. The option "Allow Duplicate Effects" must be set to off5E 3.5E PFRPG
Turn
TURNAS(-)DEPRECATED - ACTIVATE effect on the START of the Actor’s turn5E 4E 3.5E PFRPG
TURNDS(-)DEPRECATED - DEACTIVATE effect on the START of the Actor’s turn5E 4E 3.5E PFRPG
TURNRS(-)DEPRECATED - REMOVE effect on the START of the Actor’s turn if current duration is 15E 4E 3.5E PFRPG
TURNAE(-)DEPRECATED - ACTIVATE effect on the END of the Actor’s turn5E 4E 3.5E PFRPG
TURNDE(-)DEPRECATED - DEACTIVATE effect on the END of the Actor’s turn5E 4E 3.5E PFRPG
TURNRE(-)DEPRECATED - REMOVE effect on the END of the Actor’s turn if current duration is 15E 4E 3.5E PFRPG
STURNRS(-)DEPRECATED - REMOVE effect on the START of the Actor’s turn who applied the effect if current duration is 15E 4E 3.5E PFRPG
STURNRE(-)DEPRECATED - REMOVE effect on the END of the Actor’s turn who applied the effect if current duration is 15E 4E 3.5E PFRPG

DEPRECATED = Will be removed in the future. Use Change State Cycler (see below)
(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents
[range] = melee, ranged
[damage type] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, adamantine, bludgeoning, cold-forged iron, magic, piercing, silver, slashing
[stat] = strength, constitution, dexterity, intelligence, wisdom, charisma
[ability] = STR, CON, DEX, INT, WIS, CHA, (FORTITUDE, REFLEX, WILL) - 3.5E
[skill] = any skill name
[effect] = Any effect label in the custom effect list. Effect label is defined as anything before the first ; i.e. My Custom; ATKDS; "My Custom" would be the effect label
[condition] = Any condition as noted above except exhaustion. Note [condition] must be all lower case
[SDC] = (5E only) [SDC] will be replaced by the 8 + Actors spellcasting ability modifier + [PRF]. Alternatively [SDC] can be explicitly defined such as 8,[INT],[PRF]
(R) will remove the save effect on a successful save.
(RA) will remove the save effect on any save.
(D) will disable the save effect on a successful save.
(H) will deal half damage on a successful ongoing save.
(M) will indicate this is magical so any creature will magic resistance will gain proper advantage on the save
(F) will invert the roll. SAVEDMG, (R), (RA), (D), (H) will be performed on a failed save rather than successful one
***** = Multiple entries of this descriptor type allowed 

Change State

A change state cycler has been added to the combat tracker, custom effects list, and Effect Dialog.

IconShorthandDescription
ATSACTIVATE effect on the START of the ANY Actor’s turn
DTSDEACTIVATE effect on the START of the ANY Actor’s turn
RTSREMOVE effect on the START of the ANY Actor’s turn when the duration is 1
ASACTIVATE effect on the START of the Actor’s turn
DSDEACTIVATE effect on the START of the Actor’s turn
RSREMOVE effect on the START of the Actor’s turn when the duration is 1
AEACTIVATE effect on the END of the Actor’s turn
DEDEACTIVATE effect on the END of the Actor’s turn
REREMOVE effect on the END of the Actor’s turn when the duration is 1
SASACTIVATE effect on the START of the Actor’s turn who applied the effect
SDSDEACTIVATE effect on the START of the Actor’s turn who applied the effect
SRSREMOVE effect on the START of the Actor’s turn when the duration is 1
SAEACTIVATE effect on the END of the Actor’s turn who applied the effect
SDEDEACTIVATE effect on the END of the Actor’s turn who applied the effect
SREREMOVE effect on the END of the Actor’s turn who applied the effect when the duration is 1

Additionally, DUSE has been added to the APPLY cycler

IconShorthandDescription
DUSEDEACTIVATE effect when the effect has been used

Examples

Power [Source]Effect CodeDuration/Target/ExpendNotes
Belt of Frost Giant Strength [Item]Belt of Frost Giant Strength; STR: 19-XTargeting=Self
Cloak of Displacement [Item], Displacer Beast [NPC]Displacement; GRANTDISATK; DMGDTTargeting=Self, ChangeState=AS
Deflect Missiles [Class - Monk]Deflect Missiles; DMGR: 1d10 [MONK],[DEX],ranged,bludgeoning,piercingTargeting=Self
Dominate Person [Spell]Dominate Person; SAVEONDMG: [SDC] WIS (R)
Dragon [NPC]Frightful Presence; Frightened; SAVEE: 16 WIS (R)
General ActionDodge;Targeting=Self, ChangeState=RS
Ghoul [NPC]Ghoul Claws; SDMGADDT: GOTUTargeting=SelfGTOU is an effect in the custom effects list
Ghoul [NPC]GOTU; Paralyzed; SAVEA: 10 CON (R); SAVEE: 10 CON (R)
Headband of Intellect [Item]Headband of Intellect; INT: 19-XTargeting=Self
Heavy Armor Master [Feat]Heavy Armor Master; DMGR: 3 slashing, bludgeoning, piercing, !magicTargeting=Self
Interception Fighting Style [Class - Fighter]Interception Fighting Style; DMGR: 1d10 [PRF],all
Turn Undead [Class - Cleric]Turn Undead; Turned; DMGRTDuration=1 Min,
Shadow [NPC]Shadow; SDMGADDT: Strength DrainTarget=SelfStrength Drain is an effect in the custom effects list
Shadow [NPC]Strength Drain; STR: -1d4; STACK; RESTL
Shield of the 300 [Item]Shield of the 300; TDMGADDT: Shield of the 300 BonusTargeting=selfShield of the 300 Bonus is an effect in the custom effects list
Shield of the 300 [Item]Shield of the 300 Bonus; AC: 1; STACKChangeState=RS
Sleep [Spell]Sleep; Unconscious; DMGRTDuration=1 Min
Storm Desert [Class - Barbarian]AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fireTargeting=SelfRequires Aura Extension
Stunning Strike [Class - Monk]Stunning Strike; Stunned;Duration=1 Rnd, ChangeState=SRE
Vitriolic Sphere [Spell]Vitriolic Sphere; DMGOE: 5d4 acidDuration=2 Rnd
Wall of Thorns [Spell]Wall of Thorns; SAVEE: [SDC] DEX (H)(C); SAVEDMG: 7d8 slashing
Water Elemental [NPC]Water Elemental Whelm; grappled; restrained; SDMGOS: 2d8+4 bludgeoning
Web [Spell]Web; Restrained; SAVES: [SDC] DEX (C)

Migrate Deprecated Effects

Deprecated change state tags can be auto migrated for a campaign with the Effects Migrator. A popup box will appear when the table is started.

It is highly recommended the campaign is backed up before performing migration.

Preview will produce a story entry of the migration changes without writing those changes to the database. Review these changes prior to migration. Some changes may be suggested to effects that do not change state and those changes are likely cleanup of extra whitespace or ;

If the suggested changes are acceptable, use Migrate to migrate effects to the new change state cycyler. This will also create a story entry detailing the changes made to the database. You may want to delete these story entries after the migration, especially if you are creating a module for distribution.

You can also bring up the migrate effects popup with the slash command: /migrate_effects

Options

NameDefaultOptionsNotesRuleset
Allow Duplicate Effectsonoff/onWhen off, will not allow duplicate effects (same name, duration, actor who applied the effect) on an Actor5E
Consider Duplicate Durationoffoff/onWhen on, considers Concentration duration when determining if previous concentration effects should expire5E
Deprecate Change State Tagsoffoff/onWhen on, TURNAS, TURNDS, TURNRS, TURNAE, TURNDE, TURNRE, STURNRS, STURNRE will no longer process and there is a performance increase on change of turn5E 4E 3.5E PFRPG
Experimental: Autoparse NPC Powersoffoff/onWhen on, will autoparse powers and automatically create effects for: DMGOE, SDMGOS, SDMGEOE, SAVES, SAVEE5E
Restrict Concentrationoffoff/onWhen on, expires any previous spells with concentration (C) when a new concentration spell is cast5E
TempHP Reduction is Damageonoff/onFor purposes of determining if something should happen if an actor takes damage. When off, if an actor takes damage that reduces their Temp HP only and NOT their HP (takes wounds), that reduction is not considered damage5E 4E 3.5E PFRPG

Add Effect on Damage Modifiers

Effects can be automatically added to the source or the target on the damage by either the source of the damage or the target of the damage. For this to work we need two different effects. Example:

  • Shadow; SDMGADDT: Strength Drain

The Shadow has strength drain so we put the above effect on the shadow. When the shadow deals damage, it will apply the effect "Strength Drain" to the target of the damage. The effect "Strength Drain" needs to be an effect listed in our custom effects list or conditions table. The effect looks like this:



    UUID d93f3864-e739-11eb-8c52-0050562be458