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bmos
May 24th, 2024, 11:48
3.5E & Pathfinder Size Changes by SoxMax (https://forge.fantasygrounds.com/shop/items/437/view)

SoxMax
May 24th, 2024, 14:06
I'm not sure size changes will help with this case because there's no way to set an absolute size change, everything is a change relative to your current size. There's a few spells like this that cause CMB rolls, really the best solution would be to extend the casting options in Fantasy Grounds to allow Combat Maneuver attacks and not just regular attacks in spells.

Edit:
Oh wait, you can make Combat Maneuver rolls from spells, but it uses your player's CMB by default.

tahl_liadon
May 29th, 2024, 21:48
.
thx bmos


Oh wait, you can make Combat Maneuver rolls from spells, but it uses your player's CMB by default.

i'll check it out thx!

SoxMax
May 29th, 2024, 22:48
I don't think it will accomplish what you want, as its basically the same as rolling a CMB from elsewhere on the player sheet. I've started to look into how feasible it would be to add a "magic combat maneuver" attack type to spells which uses your CL and casting stat instead of your normal CMB. This doesn't solve the Black Tentacles use case but it does solve for things like Thunderstomp (https://aonprd.com/SpellDisplay.aspx?ItemName=Thunderstomp). From there I can probably leverage what I learn to add a more modular spell Combat Maneuver that allows mix and matching CL & other modifiers.

FGMax
June 9th, 2024, 15:51
Hey all,

Loving the expanded effect ruleset of this extension! But question; can something like IFT: Type(humanoid); DC: +1 be possible? or something like IFT: nodex; DC: +1? I don't think it currently is and this does cover some circumstances like Vow of Nonviolence spontaneously or like Cloaked Casting feature of the Beguiler class. If it is possible let me know if I'm doing it wrong otherwise I'm suggesting it. :)

Whitsend
June 9th, 2024, 16:18
HI FGMax
IFT: Type(humanoid); DC: +1
On the surface this looks like it should work but watch your syntax
IFT: TYPE(humanoid); DC: +1 enhancement would be correct.

as to the condition (nodex) I don't think that one will work as the condition "nodex" doesn't exist and the correct condition is "Flat-footed" if I'm not mistaken....unless you have a "buff/debuff" set up that applies a custom condition.
This is part of the curse(?) of being a GM or player....set it up and try it and see if it works.

When doing this I use "EFFECT BUILDER" Extension by SoMax---It's free, great tool.

FGMax
June 10th, 2024, 13:01
HI FGMax
IFT: Type(humanoid); DC: +1
On the surface this looks like it should work but watch your syntax
IFT: TYPE(humanoid); DC: +1 enhancement would be correct.

as to the condition (nodex) I don't think that one will work as the condition "nodex" doesn't exist and the correct condition is "Flat-footed" if I'm not mistaken....unless you have a "buff/debuff" set up that applies a custom condition.
This is part of the curse(?) of being a GM or player....set it up and try it and see if it works.

When doing this I use "EFFECT BUILDER" Extension by SoMax---It's free, great tool.

So I tried this and it didn't fire for me but it does look right. Let me know if you try it and it does work for you. Nodex is a condition that is provided by Kelrugem's extension, it isn't in the base ruleset. I was using that to setup another condition for DC increase.

Whitsend
June 10th, 2024, 22:38
So I tried this and it didn't fire for me but it does look right. Let me know if you try it and it does work for you. Nodex is a condition that is provided by Kelrugem's extension, it isn't in the base ruleset. I was using that to setup another condition for DC increase.

ok.....started with
DC: 1 enhancement......just to confirm that works. and confirmed the DC was one higher.
so, IFT: TYPE(humanoid); DC: +1 enhancement and you are right---it looks OK but doesn't work....
so, IFT: TYPE(humainoid); ATK: 1.....and tried melee attack and it worked (I had a humanoid and a non-humanoid targeted, and only got the+1 on the humanoid.
So, this is a bug where DC is not working with the IFT

It may have to do with Saving throws are done vs attack rolls.....not sure, need someone brighter than me to work it out.

SoxMax
June 10th, 2024, 23:52
IFT: TYPE(humanoid); DC: 1 enhancement

Should do it, you don't need the + when doing positive numbers (and apparently it causes it to break when included)

FGMax
June 11th, 2024, 02:58
IFT: TYPE(humanoid); DC: 1 enhancement

Should do it, you don't need the + when doing positive numbers (and apparently it causes it to break when included)

I tried this and it still didn't fire for me, I tried the DC on its own or with something like IFTAG: illusion and that seems to be fine. I also tried it in isolation on a PF1e and pretty vanilla 3.5 setup and no go there either. Is it confirmed working this way?

Kelrugem
June 11th, 2024, 14:19
Hey all,

Loving the expanded effect ruleset of this extension! But question; can something like IFT: Type(humanoid); DC: +1 be possible? or something like IFT: nodex; DC: +1? I don't think it currently is and this does cover some circumstances like Vow of Nonviolence spontaneously or like Cloaked Casting feature of the Beguiler class. If it is possible let me know if I'm doing it wrong otherwise I'm suggesting it. :)

Hi :)

Thanks, I appreciate it that you like the extension :)

Sorry for the late answer, totally forgot to answer it :)

You can check such things here: https://forge.fantasygrounds.com/shop/items/1/view

When effects have a (T) in their description, then they're targetable and can be combined with IFT as you want. However, DC is sadly not a targetable effect, so that won't work. That applies to all IFT thingies, also the nodex one :)
That is due to the structure in the code, but I can check again :)

As a manual workaround: You could give the targets a SAVE: -1 effect combined with an IFTAG using a tag which only that caster has who has the higher DC :) (if it comes from a usable item, then that could be an effect action of that item) But I certainly see why a DC effect would be more comfortable; but I cannot promise whether I can easily add that :)

RobboNJ69
June 11th, 2024, 18:57
Hello! Is it possible to have DRBYPASS overcome just a portion of damage reduction of armor?

Something like: DMGTYPE: drbypass 5;

Not sure if it isn't possible or I'm using incorrect syntax. If it can be done or if there is another way to achieve it, that would be awesome!

Either way, Thanks! ~Rob

FGMax
June 11th, 2024, 20:29
Hi :)

Thanks, I appreciate it that you like the extension :)

Sorry for the late answer, totally forgot to answer it :)

You can check such things here: https://forge.fantasygrounds.com/shop/items/1/view

When effects have a (T) in their description, then they're targetable and can be combined with IFT as you want. However, DC is sadly not a targetable effect, so that won't work. That applies to all IFT thingies, also the nodex one :)
That is due to the structure in the code, but I can check again :)

As a manual workaround: You could give the targets a SAVE: -1 effect combined with an IFTAG using a tag which only that caster has who has the higher DC :) (if it comes from a usable item, then that could be an effect action of that item) But I certainly see why a DC effect would be more comfortable; but I cannot promise whether I can easily add that :)

That's kinda what I figured, and I do use that IFTAG to allow a PC to use Dodge that way basically if IFTAG: CUSTOM(Dodge target) place effect Dodge target on NPC (in 3.5 Dodge is +1 AC against 1 target for 1 round vs PF's static +1 Dodge AC). In this case I was trying to use IFT so that my players spontaneously discover that they get the +1 DC for targeting the right target just like you'd discover playing at a table if you don't already figure its type. That's kinda why the Effect; SAVE: -1 might give that away but your extension's done a lot of work already. :)

Whitsend
June 11th, 2024, 22:01
IFT: TYPE(humanoid); DC: 1 enhancement

Should do it, you don't need the + when doing positive numbers (and apparently it causes it to break when included)

Hi Somax
I tried the above just like FGMAX
IFT: TYPE(humanoid); ATK: 1-----------works
IFT: TYPE(humanoid); DMG: 1----------works
IFT: TYPE(humanoid); DC: 1------------broken
tried also changing the type to outsider, etc to try against various enemies and same results.

Anything else I can try to help narrow the issue?

Whitsend
June 11th, 2024, 22:02
Hi :)

Thanks, I appreciate it that you like the extension :)

Sorry for the late answer, totally forgot to answer it :)

You can check such things here: https://forge.fantasygrounds.com/shop/items/1/view

When effects have a (T) in their description, then they're targetable and can be combined with IFT as you want. However, DC is sadly not a targetable effect, so that won't work. That applies to all IFT thingies, also the nodex one :)
That is due to the structure in the code, but I can check again :)

As a manual workaround: You could give the targets a SAVE: -1 effect combined with an IFTAG using a tag which only that caster has who has the higher DC :) (if it comes from a usable item, then that could be an effect action of that item) But I certainly see why a DC effect would be more comfortable; but I cannot promise whether I can easily add that :)

AHHHHHHH
The master has spoken and explained to the masses!
Thanks!
That makes sense.

Kelrugem
June 16th, 2024, 07:32
Hello! Is it possible to have DRBYPASS overcome just a portion of damage reduction of armor?

Something like: DMGTYPE: drbypass 5;

Not sure if it isn't possible or I'm using incorrect syntax. If it can be done or if there is another way to achieve it, that would be awesome!

Either way, Thanks! ~Rob

Right now, there is no way to do that, I think :)

I will check that, together with the targetability of DC effects etc. :)



AHHHHHHH
The master has spoken and explained to the masses!
Thanks!
That makes sense.

:D

Asgurgolas
June 19th, 2024, 12:39
Ok, I'm having troubles with the extension... it mostly works, but suddendly the "IFTAG" command just ceased working. No errors are displayed whatsoever, it just doesn't work. I checked various other functions added in the extension and they seem to work still, but IFTAG does not. Fun fact: the NIFTAG effect DOES work XD

Any ideas?

Kelrugem
June 19th, 2024, 13:14
Ok, I'm having troubles with the extension... it mostly works, but suddendly the "IFTAG" command just ceased working. No errors are displayed whatsoever, it just doesn't work. I checked various other functions added in the extension and they seem to work still, but IFTAG does not. Fun fact: the NIFTAG effect DOES work XD

Any ideas?

Thanks for the report :)

Did you already try to just load this extension and nothing else? :)

Asgurgolas
June 20th, 2024, 19:03
Thanks for the report :)

Did you already try to just load this extension and nothing else? :)

Yep, even as standalone. I tried with "IFTAG: evocation; SAVE: 10" then blasted that character with various spells from various schools. But when I started raining evocation on it, no bonus to saves :(

Same goes when Fire Shield stops helping people resist cold (or fire) attacks :(

Kelrugem
June 20th, 2024, 23:43
Yep, even as standalone. I tried with "IFTAG: evocation; SAVE: 10" then blasted that character with various spells from various schools. But when I started raining evocation on it, no bonus to saves :(

Same goes when Fire Shield stops helping people resist cold (or fire) attacks :(

Oki, I see, I will test it later, too, maybe I missed a recent patch :D

Asgurgolas
June 21st, 2024, 18:33
Yay thanks!

Kelrugem
June 22nd, 2024, 09:37
Yay thanks!

You're welcome :)

Soo, I tested it right now, but everything works on my side :) I also checked all the codes releases the past weeks, back to the point when I uploaded a new version the last time (thanks to bmos for keeping track of the changes on github!), but I couldn't find anything which I need to update :)

Can you delete the extension, and download it again? :)

Asgurgolas
June 22nd, 2024, 13:44
You're welcome :)

Soo, I tested it right now, but everything works on my side :) I also checked all the codes releases the past weeks, back to the point when I uploaded a new version the last time (thanks to bmos for keeping track of the changes on github!), but I couldn't find anything which I need to update :)

Can you delete the extension, and download it again? :)

haven't tried deleting it actually, so I'm doing it now. Last time it got updated was in march, let's see now how it goes after redownloading it. And nope, it still won't work.

I copied my whole campaign folder and renamed it, started it with your extension as the only one and now that I re-downloaded it it DOES work (it didn't earlier), but doesn't in my actual campaign (which means there's an incompatibility, I'll start trying it out adding'em a bit at a time, and report back if I find out which one of those FORTY-FIVE extensions causes the incompatibility)

p.s. on a side note, NIFTAG always trigger no matter what, I see...

P.p.s. Found it! The extension "Extra stat to saves" for some reasons conflicts with IFTAG.

Kelrugem
June 22nd, 2024, 16:26
P.p.s. Found it! The extension "Extra stat to saves" for some reasons conflicts with IFTAG.

Ooh, I see, I have the feeling that there was once an incompatibility with Extra stat to saves once, did I maybe forget to fix that one? Not sure, but thanks for your report :) I will check it out :)

Kelrugem
June 22nd, 2024, 16:44
@Asgurgolas: I just tested it together with Bmos's extension but (N)IFTAG still works for me :) Can you you send me a screenshot of your setup in FG showing everything?

Asgurgolas
June 22nd, 2024, 21:45
@Asgurgolas: I just tested it together with Bmos's extension but (N)IFTAG still works for me :) Can you you send me a screenshot of your setup in FG showing everything?

Sure, but I warn you I run 45 (yes, forty five) extensions.. well, 44 now. So far I've seen if I disable the extra stat to saves, it works again so I just did that.

What do you exactly want me to show? (the loading screen with extensions? some logs?)

Kelrugem
June 23rd, 2024, 05:09
Sure, but I warn you I run 45 (yes, forty five) extensions.. well, 44 now. So far I've seen if I disable the extra stat to saves, it works again so I just did that.

What do you exactly want me to show? (the loading screen with extensions? some logs?)

Oh, I see, then it would be good if you just unload everything and then test :D But indeed, a list of extensions, together with a screenshot where you reproduced the error (so, I want to see the spell setting, the effect, roll of the die and so on :) )

Asgurgolas
June 23rd, 2024, 14:56
Oh, I see, then it would be good if you just unload everything and then test :D But indeed, a list of extensions, together with a screenshot where you reproduced the error (so, I want to see the spell setting, the effect, roll of the die and so on :) )


Now, this is the list. If it is what you needed, of course. About testing them with other extensions I'll get on it beteween tonight and tomorrow, once I'm back to my PC and have the time for it :P

RobboNJ69
June 23rd, 2024, 22:03
Quick question regarding the new ADV/DIS on Skill Rolls - Which is fantastic, by the way....

ADVSKILL (-) [skill], [ability] Advantage on skill rolls
DISSKILL (-) [skill], [ability] Disadvantage on skill rolls

ADVSKILL: sleight of hand, dexterity

What does the ability entry do for the effect syntax?

Kelrugem
June 24th, 2024, 02:16
Now, this is the list. If it is what you needed, of course. About testing them with other extensions I'll get on it beteween tonight and tomorrow, once I'm back to my PC and have the time for it :P

Thanks, let me know, what you find out :D

@RobboNJ69: I think you can write something like ADVSKILL: dexterity and then you have advantage on all skills with dexterity as ability :) So, that entry is separate to the skill entry in the effect, not intended to be used in the same effect :) (so, either use a skill or ability name, not both)

RobboNJ69
June 24th, 2024, 12:34
you can write something like ADVSKILL: dexterity and then you have advantage on all skills with dexterity as ability

Thanks Kel! We really appreciate all the time you put into your extensions! Rob

Kelrugem
June 24th, 2024, 13:41
Thanks Kel! We really appreciate all the time you put into your extensions! Rob

you're very welcome :) (Soxmax did these effects by the way though :D)

RobboNJ69
July 3rd, 2024, 03:55
Is anyone else having trouble with adding Ability modifiers to attacks and ac?

I'm starting to use more and more automation and tried the following:
Smite Evil; IFT: CUSTOM (Evil to Smite); ATK: [CHA]; DMG: [LVL]; AC: [CHA] deflection; DMGTYPE: drbypass;

The 'Evil to Smite' tag is on the target, but neither the CHA nor LVL mods are getting added in. The drbypass works great.

I also split it out to just: "ATK: [CHA];" by itself, and it still doesn't work.

I turned off all extensions other than Kel's 'Strain & Injury' with no change.

Any advice would be greatly appreciated! Rob

RobboNJ69
July 3rd, 2024, 04:51
Disregard... I found the answer looking at a completely different post (Ongoing Temp Hit Points)
"For tags like [CHA] it is important that you apply the effect from an actions tab of a PC (using those effects button as for spells etc.); then [CHA] will be replaced by a number in the CT."

Somehow I missed the part about it only working from the actions tab.
R

Kelrugem
July 4th, 2024, 13:29
Disregard... I found the answer looking at a completely different post (Ongoing Temp Hit Points)
"For tags like [CHA] it is important that you apply the effect from an actions tab of a PC (using those effects button as for spells etc.); then [CHA] will be replaced by a number in the CT."

Somehow I missed the part about it only working from the actions tab.
R

Hehe, indeed, that is how these work, though one as you would have liked would be nice, too! :)

Kelrugem
July 14th, 2024, 16:23
Soon I have a bit more time for coding again :) Thus, I wondered: Were there any open problems? I know that Asgurgolas wanted to test something once he has more time; but other than that? I slightly recall that there was a kind of incompatibility regarding the second ability to save extension by Bmos, I have to check that again :) (I will skim through the last pages of this thread for that) The several feature requests from the last pages I try to take into account, too :) (but no guarantee on that front so far because I am very busy with some stuff recently like new job and move and so on, and managing a marriage :D)

Morenu
July 14th, 2024, 17:02
Soon I have a bit more time for coding again :) Thus, I wondered: Were there any open problems? I know that Asgurgolas wanted to test something once he has more time; but other than that? I slightly recall that there was a kind of incompatibility regarding the second ability to save extension by Bmos, I have to check that again :) (I will skim through the last pages of this thread for that) The several feature requests from the last pages I try to take into account, too :) (but no guarantee on that front so far because I am very busy with some stuff recently like new job and move and so on, and managing a marriage :D)

This first one was more of a request I put in for Better Combat Effects, but it could go here too. Stacked Durations (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=720730&viewfull=1#post720730)

and this second one I put in at Spell Record Actions (https://www.fantasygrounds.com/forums/showthread.php?71391-Spell-Record-Actions-extension&p=720719&viewfull=1#post720719), but it involves that ext and yours.

Glad things are loosening up a little.

RobboNJ69
July 14th, 2024, 17:13
I am very busy with some stuff recently like new job and move and so on, and managing a marriage :D)

First of all... CONGRATULATIONS! Three times over for the new job, new house and a the marriage!

Secondly...
I hope the lucky woman understands your esteemed and valued position as a critical contributing coder to my Pathfinder campaign and gives you the free time you need to keep me in first class extensions!
:D

tahl_liadon
July 15th, 2024, 13:39
... new job and move and so on, and managing a marriage :D

congratulations! i'm glad to hear you're starting new chapters in life... have fun!

Kelrugem
July 18th, 2024, 13:33
Hehe, thanks all for your kind messages :D

(the move is sadly just because for, again, another temporary job; there are sadly not really many permanent research positions. I hope I can settle down at some point :D)

Draykor
July 18th, 2024, 15:05
Gotta find that government grant that allows you to research the "[decades] Long Term Effects of the Muppet's Green Album on Bermuda Ghost Crabs"

Kelrugem
July 20th, 2024, 13:50
Gotta find that government grant that allows you to research the "[decades] Long Term Effects of the Muppet's Green Album on Bermuda Ghost Crabs"

Hehe, I try to apply for such a project the next time :D

Morenu
August 2nd, 2024, 11:48
There is not a way to do advantage or disadvantage on an automated Confirm Critical roll is there? if I use keldisadvantage it applies to the attack and the CC automated roll.


Feat:
Deathless Zealot
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.

Source: Ultimate Combat

the perfect situation would be a permanent effect on the Feat owner that forces a Disadvantage CC roll on the source of any critical hit done to the player.

Kelrugem
August 5th, 2024, 01:19
There is not a way to do advantage or disadvantage on an automated Confirm Critical roll is there? if I use keldisadvantage it applies to the attack and the CC automated roll.



the perfect situation would be a permanent effect on the Feat owner that forces a Disadvantage CC roll on the source of any critical hit done to the player.

Ah, I see, should be doable :) I will try to add this, too :) But indeed, right now there is no separate effect :)

Azure Fang
August 10th, 2024, 21:22
I've been tearing my hair out trying to automate rolled ability damage/penalties in 3.5 and was hoping you might have some insight. Preface: Yes, I have Extended Automation as well as just about every 3.5-compatible effect extension installed.

Lets use Ray of Enfeeblement (the very same that has left a trail of threads over the years). The effect is 1d6+1 per two caster levels (max +5) strength damage. I've gotten the effect to accurately apply with STR: [-1d6]; STR: [-HCL5] (manually built since Effect Builder doesn't support dice on ability scores) since it's an untyped penalty so they correctly stack. Took me forever to realize HCL could be capped by just appending the number. Is there a better way to apply this or have I got it about as good as it can get?

Additionally, Ray of Enfeeblement cannot lower a target's Strength below 1. Is there a way to set a floor like that?

And, finally, thank you for your extensions. FG would be almost unusable (in my opinion) without them.

dllewell
August 11th, 2024, 19:45
I've been tearing my hair out trying to automate rolled ability damage/penalties in 3.5 and was hoping you might have some insight. Preface: Yes, I have Extended Automation as well as just about every 3.5-compatible effect extension installed.

Lets use Ray of Enfeeblement (the very same that has left a trail of threads over the years). The effect is 1d6+1 per two caster levels (max +5) strength damage. I've gotten the effect to accurately apply with STR: [-1d6]; STR: [-HCL5] (manually built since Effect Builder doesn't support dice on ability scores) since it's an untyped penalty so they correctly stack. Took me forever to realize HCL could be capped by just appending the number. Is there a better way to apply this or have I got it about as good as it can get?

Additionally, Ray of Enfeeblement cannot lower a target's Strength below 1. Is there a way to set a floor like that?

And, finally, thank you for your extensions. FG would be almost unusable (in my opinion) without them.

That is the way I have done it. You can combine those with a comma if you want but it has the same effect as what you did.
I.E. STR:[-1d6], [-HCL5]

I am not aware of any way to set a floor for the amount of Strength damage based on the the target's Strength.

As another option you can use the 'PFRPG Spellbook - Extended' module. It already has all of the effects added to all of the PF1E spells. The Extended version makes extensive use of the Kelrugem's amazing extension.

https://forge.fantasygrounds.com/shop/items/415/view
https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook

Morenu
August 11th, 2024, 20:56
And i am 700 feats into making an extended style version of dllewell’s pfrpg feats mod as well. Tons of coded items in it so far.

Kelrugem
August 14th, 2024, 05:04
Oh, I totally forgot: There was a recent bigger patch, my extensions may break after that, especially the strainInjury one. I hope I will be able to fix that soon :)

Asgurgolas
August 14th, 2024, 13:57
NOOO I already updated ;_;

The Judge
August 15th, 2024, 03:29
The latest Fantasy Grounds update on 8/17/24 broke the Feature: Extended automation and alternative overlays as well as a complimentary Feature: Advanced Effects for Pathfinder by BMOS

dllewell
August 15th, 2024, 03:53
The latest Fantasy Grounds update on 8/17/24 broke the Feature: Extended automation and alternative overlays as well as a complimentary Feature: Advanced Effects for Pathfinder by BMOS

Can you give more details on what is broke? It seems to be working fine for me ... but i haven't checked every feature.

Arimil508
August 15th, 2024, 23:08
It seems as though Extended automation is effecting the new NPC Dice feature in the new update.
it causes the dice to your default dice and not the dice associated with the npc
skill checks use the proper dice but the attack rolls and saving throws do not.

Kelrugem
August 18th, 2024, 10:24
I am currently updating the extension(s) :) Then such incompatibilities are hopefully resolved :)

Kelrugem
August 21st, 2024, 17:29
Just a heads up: At latest this weekend I am hopefully done with updating :) Just got a bit busy with work this week :)

Kelrugem
August 27th, 2024, 15:58
Extensions are now updated and hopefully compatible with everything again :) (except maybe with the extra stat to saves extension? I still have to check that explicitly :) )

Also: The AoO chat message for NPCs about exceeding and reaching the number of AoOs is now hidden if the GM's rolls are hidden :)

Kelrugem
September 7th, 2024, 13:49
Just pushed a new version of the extended automation extensions, incorporating the recent hotfix of SW :)

Falco1029
September 16th, 2024, 00:36
Flat-footed button is not doing anything for me. Manually applying the condition or working off of it being autoapplied in combat still works (though it doesn't apply the condition to non-PCs). Is anyone else having the former issue?

Kelrugem
September 16th, 2024, 16:46
Flat-footed button is not doing anything for me. Manually applying the condition or working off of it being autoapplied in combat still works (though it doesn't apply the condition to non-PCs). Is anyone else having the former issue?

I can test later, but just as clarification: Clicking that button treats the defender as flat-footed :) So, if you attack someone and have that button clicked, then the target gets treated as flat-footed. It does not apply any effects etc :)

Falco1029
September 16th, 2024, 21:12
I can test later, but just as clarification: Clicking that button treats the defender as flat-footed :) So, if you attack someone and have that button clicked, then the target gets treated as flat-footed. It does not apply any effects etc :)

Right, but it isn't. And nodex should still fire in existing effects, right?

Kelrugem
September 17th, 2024, 03:44
Right, but it isn't. And nodex should still fire in existing effects, right?

Oh, I see :) I will try to test :)

(But currently a bit busy, I marry on Thursday, afterwards holidays and then moving to Germany; I hope I can squeeze it in :D once I settled in Germany I certainly have much more time for coding again)

ddavison
September 17th, 2024, 04:06
Congratulations on the upcoming wedding.

Kelrugem
September 17th, 2024, 04:21
Congratulations on the upcoming wedding.

Thank you :o

RobboNJ69
September 18th, 2024, 02:18
I marry on Thursday, afterwards holidays and then moving to Germany

Congratulations Kelrugem!

Wo in Deutschland ziehst du hin? Ich habe Anfang der 1990er ein paar Jahre in Augsburg gelebt. Tolle Erinnerungen!

Rob

Ibrene
September 18th, 2024, 02:27
Yippee - Happy Wedding Celebrations and all that. WOOT WOOT

Kelrugem
September 18th, 2024, 06:23
Congratulations Kelrugem!

Wo in Deutschland ziehst du hin? Ich habe Anfang der 1990er ein paar Jahre in Augsburg gelebt. Tolle Erinnerungen!

Rob

Thank you :o

Ich ziehe nach Göttingen, um dort an der Uni als Mathematiker zu arbeiten :) Ich hoffe, dass es dort gut sein wird, aber ich will auf alle Fälle wieder nach Taiwan zurück, hehe :)



Yippee - Happy Wedding Celebrations and all that. WOOT WOOT

Thank you, too :o

Svandal
September 18th, 2024, 20:49
Congratulations on the wedding, and welcome to europe ��

Kelrugem
September 19th, 2024, 15:02
Congratulations on the wedding, and welcome to europe 😃

Hehe, thanks :D

Azure Fang
September 20th, 2024, 21:14
Are there math codes for calculations beyond quarter? 3.5 Shield of Faith is +1 per six caster levels, but Effect Builder doesn't allow past QCL.

Beyond that, congratulations on your wedding.

Kelrugem
September 20th, 2024, 22:51
Are there math codes for calculations beyond quarter? 3.5 Shield of Faith is +1 per six caster levels, but Effect Builder doesn't allow past QCL.

Beyond that, congratulations on your wedding.

Thank you :)

Yes, there is a way, DCrumb once coded it and it got included in extended automation, one uses the letter D to divide, that is, AC: [D6CL] would be an AC per 6 CL :)

Azure Fang
September 21st, 2024, 07:40
Wonderful, thank you.

Asgurgolas
September 21st, 2024, 17:50
Weird issue in your Overlay extension:

There's a command in CoreRPG (since it also works without your extension) , that allows to check for one's HP status (healthy, wounded, and bloodied).

For example, "IF: bloodied; ATK: 2; DMG: 4" (if you're at 50% health or less, you get +2 to attacks and +4 to damage).

If I load your full overlay extension, though (and yes, I also checked by only loading that one extension), when I type the effect on the tracker, as soon as I type in the "d" of "bloodied" or "wounded", or the y in "healthy" (so, when FG recognize its value) the whole FG freezes down for up to a minute or two. And every time FG checks for effects, it hangs and freezes for up to 5-6 minutes at a time.

The error panel shows me "handler error" about "[coreRPG: scripts/manager_records_string.lua"]:299: stack overflow" twice, then [string "CoreRPG:scripts/manager_record_data.lua"]:7: stack overflow

(And you're getting married too >.< Now you make me feel like a lonely cat grandpa... Congratulations!!)

Azure Fang
September 21st, 2024, 22:29
So, after testing, [D6CL] isn't parsing but [d6CL] is. A bit jarring considering everything else is generally formatted in capitals. Still, thanks for pointing in the right direction.

YAKO SOMEDAKY
September 21st, 2024, 23:56
What is the command to show health in Core RPG? Is it only valid for it?

Kelrugem
September 22nd, 2024, 00:10
@Asgurgolas: Thank you :) And yes, I once fixed that issue a looong time ago, but it seems I may need to check it again :)

@Azure Fang: Hmm, I see, I will also check to allow capital d's :) Since the Forge page explicitly wrote D, I thought it was coded with that, but I will double-check once I am back from holidays :)

@Yako Somedaky: I think you may be in the wrong thread? :D Or what do you mean? :)

Morenu
September 22nd, 2024, 02:08
So Just curious, the [d#CL] option (THANK YOU!!! btw), what is the maximum number? did d8 great, did not like d16 (Stupid spirits have an 8 and a 16th level adjustment)

Kelrugem
September 22nd, 2024, 09:27
So Just curious, the [d#CL] option (THANK YOU!!! btw), what is the maximum number? did d8 great, did not like d16 (Stupid spirits have an 8 and a 16th level adjustment)

dX works for X=1,...,9 :) And in your case you only need d8 :) d8 means "every multiple of 8 adds +1" :)

Morenu
September 22nd, 2024, 12:28
dX works for X=1,...,9 :) And in your case you only need d8 :) d8 means "every multiple of 8 adds +1" :)

Unfortunately I need
SAVE: 1, [d8CL], [d16CL] cause the silly effect is Lv 1-7 +1, 8-15+2, 16-20 +4 so [d8CL] gives me +1 and +2

extremely odd event but... I have no idea the difficulty of going to 20 or the grind on the system resources.

Also, I didn't want to make a separate post for it, but Congratulations on your impending nuptials. be well.

Kelrugem
September 23rd, 2024, 01:18
Unfortunately I need cause the silly effect is Lv 1-7 +1, 8-15+2, 16-20 +4 so [d8CL] gives me +1 and +2

extremely odd event but... I have no idea the difficulty of going to 20 or the grind on the system resources.

Also, I didn't want to make a separate post for it, but Congratulations on your impending nuptials. be well.

Thank you for the wishes :)

Ooh, I see, well, in that case I'd say that one can just manually adjust the effects once the CL is high enough :) (or make a separate effect for each step and give them a corresponding name)

Morenu
September 23rd, 2024, 03:54
I did a second effect, NBD, use effect 1 for levels 1 - 15, delete and use effect 2 at 16+

RobboNJ69
October 1st, 2024, 04:46
Hello everyone,
I've been getting an error message over the last few weeks. I haven't had a chance to really sit down and troubleshoot until today. It goes away with the "/console skip" command so it wasn't critical.

I have a fresh campaign and with only the "Strain Injury plus extended automation and overlays" loaded. When I do anything with the combat tracker the error below pops up.

I also noticed the Combat Tracker shows "STR / INJ", I thought it should show "Sbd / Wnd" with that extension loaded. I am imagining that?

I deleted the extension and reloaded it with no difference.
I tried a few different themes, with no difference.
It does it with PCs or NPCs right of an official bestiary.
I haven't seen anyone else mention it... Am I missing something stupid?
62228


[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_injury) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_injury) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_strain) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_strain) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)

Thanks in advance for any recommendations.

Kelrugem
October 1st, 2024, 18:38
Hello everyone,
I've been getting an error message over the last few weeks. I haven't had a chance to really sit down and troubleshoot until today. It goes away with the "/console skip" command so it wasn't critical.

I have a fresh campaign and with only the "Strain Injury plus extended automation and overlays" loaded. When I do anything with the combat tracker the error below pops up.

I also noticed the Combat Tracker shows "STR / INJ", I thought it should show "Sbd / Wnd" with that extension loaded. I am imagining that?

I deleted the extension and reloaded it with no difference.
I tried a few different themes, with no difference.
It does it with PCs or NPCs right of an official bestiary.
I haven't seen anyone else mention it... Am I missing something stupid?
62228


[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_injury) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_injury) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_strain) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)
[9/30/2024 11:30:25 PM] [ERROR] window: Control (label_strain) anchoring to an undefined control (labelrightanchor) in windowclass (combattracker_host)

Thanks in advance for any recommendations.

Thanks a lot for the report! Indeed, I noticed that, too, when I tried to prepare a little bit for my campaign :) Apparently I missed something related to StrainInjury :) I will try my best soon (currently, I just moved to Germany and try to manage everything; right now I only have internet in my office :) )

RobboNJ69
October 1st, 2024, 19:15
No worries! I was more concerned that it was just me because I did something dumb. Or missed a message about a setting. It seems to work just fine other than the message popping up.

Thank you for the work on it and thank you for the quick reply!

Kelrugem
October 1st, 2024, 19:25
No worries! I was more concerned that it was just me because I did something dumb. Or missed a message about a setting. It seems to work just fine other than the message popping up.

Thank you for the work on it and thank you for the quick reply!

Thanks for the notification! :) I will let you know once I fixed it :)

RobboNJ69
October 1st, 2024, 19:29
Hello! Is it possible to have DRBYPASS overcome just a portion of damage reduction of armor?

Something like: DMGTYPE: drbypass 5;

Not sure if it isn't possible or I'm using incorrect syntax. If it can be done or if there is another way to achieve it, that would be awesome!

Either way, Thanks! ~Rob

Kel,

Since you probably have so much free time, despite moving around the world, getting married, getting settled into a new house and a new job... ;)

I thought this would be the perfect time bring this question back up. - Rob

Kelrugem
October 1st, 2024, 19:36
Kel,

Since you probably have so much free time, despite moving around the world, getting married, getting settled into a new house and a new job... ;)

I thought this would be the perfect time bring this question back up. - Rob

Hehe, thanks for reminding me :D


Yeah, I usually keep wish request on Github in some project list; but Github recently changed that and now all the wishes are gone... :D So, good to remind me now :D

Morenu
October 2nd, 2024, 01:28
and change you location Kel, still says taipei, thats so last week.

Kelrugem
October 2nd, 2024, 14:01
and change you location Kel, still says taipei, thats so last week.

:D My heart and mind is still in Taipei though :D

RobboNJ69
October 2nd, 2024, 16:15
Sure you'll miss the Xiao Long Bao, but now you get the best bratwurst and Weissbier in the world! I'm so jealous!

Kelrugem
October 2nd, 2024, 21:22
Sure you'll miss the Xiao Long Bao, but now you get the best bratwurst and Weissbier in the world! I'm so jealous!

Hehe :D I especially miss bubble tea, and steamed buns with sesame! :)

Koldun7
October 9th, 2024, 13:13
Hi!

We are getting an error in a campaing with the free extension Pathfinder - Naval Combat

The exception is:
[ERROR] Handler error: [string "..h alternative icons:..r_action_damage.lua"]:1231: attempt to index local 'bImmune' (a nil value)

As far as I can see in the code (I don't know LUA) it seems to need to check in the index "all" exists in the array in the if located in line 1231 of manager_action_damage.lua



if bImmune["all"] then
return (0 - nDamage), 0, false, true, 0;
end


Thanks!!

Kelrugem
October 10th, 2024, 07:41
Hi!

We are getting an error in a campaing with the free extension Pathfinder - Naval Combat

The exception is:
[ERROR] Handler error: [string "..h alternative icons:..r_action_damage.lua"]:1231: attempt to index local 'bImmune' (a nil value)

As far as I can see in the code (I don't know LUA) it seems to need to check in the index "all" exists in the array in the if located in line 1231 of manager_action_damage.lua



Thanks!!

Hi :)

Thanks for the report :)

Do you have other extensions loaded? Usually that error appears if there is an incompatibility with other extensions; the index "all" should be fine :)

(but at latest this weekend I will update my extensions, already started a bit, so that my extensions are hopefully soon again as compatible as possible :) )

Koldun7
October 10th, 2024, 08:03
Hi :)

Thanks for the report :)

Do you have other extensions loaded? Usually that error appears if there is an incompatibility with other extensions; the index "all" should be fine :)

(but at latest this weekend I will update my extensions, already started a bit, so that my extensions are hopefully soon again as compatible as possible :) )

We have a lot of extensions, but the only difference with another campaign were this works perfectly is the naval combat extension

That extension changes the vehicle sheets because ships have two hit points values, my guess is that the problem lies there.

I'll create a new campaign with only the two extensions loaded to confirm it tho

Thanks!

Koldun7
October 10th, 2024, 09:54
Hi again

Confirmed, with only this two extension the exception appears

62322

That extension is included in Paizo's Skull & Bones campaing setting

Hope this helps to solve the problem. Thanks!!

Kelrugem
October 10th, 2024, 11:27
Hi again

Confirmed, with only this two extension the exception appears

62322

That extension is included in Paizo's Skull & Bones campaing setting

Hope this helps to solve the problem. Thanks!!

Thanks a lot!

Oh, yes, the Naval Combat Extension is certainly incompatible with my extension; sadly, since it is provided in the store (and I do not have the module), I can sadly not open the extension to check the incompatibility :/

This weekend I may try to contact SmiteWorks about that, maybe they can help me :)

Kelrugem
October 12th, 2024, 23:03
A new version of StrainInjury is uploaded :) Now there should be no errors anymore when opening the CT, thanks for the patience :)

@Asgurgolas: I tried to reduplicate your IF:bloodied; but sadly I cannot observe the stack overflow issue. I also checked the code and the code has a handle to avoid the overflow issue. Did you test the extension without other extensions loaded? :)

Asgurgolas
October 13th, 2024, 12:55
@Asgurgolas: I tried to reduplicate your IF:bloodied; but sadly I cannot observe the stack overflow issue. I also checked the code and the code has a handle to avoid the overflow issue. Did you test the extension without other extensions loaded? :)


Yes, loaded my campaign with only your extension loaded.

62338


In the screenshot the effect is turned off, but when it's on you can see (in the erro console) above the script execution errors, which also do nothing. I mean, if I try an attack with "bloodied" effect active, nothing happens (besides an error showing up). No dice rolling either. If I turn it off, dice rolls normally.

Also the screenshot shows I also have "enhanced items" loaded, so I checked out again without loading it... same issue anyway

p.s. also, I say "bloodied", but it also does that with "wounded" and "healthy"

Kelrugem
October 13th, 2024, 14:01
Yes, loaded my campaign with only your extension loaded.

62338


In the screenshot the effect is turned off, but when it's on you can see (in the erro console) above the script execution errors, which also do nothing. I mean, if I try an attack with "bloodied" effect active, nothing happens (besides an error showing up). No dice rolling either. If I turn it off, dice rolls normally.

Also the screenshot shows I also have "enhanced items" loaded, so I checked out again without loading it... same issue anyway

p.s. also, I say "bloodied", but it also does that with "wounded" and "healthy"

Hmmm, I see, thanks for the report :)

While I try to understand what maybe the culprit, did you also test without(!) any extension? Just to exclude that the error is not by FG itself? :)

Kelrugem
October 13th, 2024, 14:07
Ah, nevermind I was able to replicate it; I forgot to turn on the wound overlays in my test campaign :D Seems to be related to that; I just wonder why, because I fixed that issue centuries ago. I will see :)

Asgurgolas
October 13th, 2024, 15:40
Ah, nevermind I was able to replicate it; I forgot to turn on the wound overlays in my test campaign :D Seems to be related to that; I just wonder why, because I fixed that issue centuries ago. I will see :)

it's fine (it's just, one of my character is playing a warblade and he's soo to level up and get "Finishing Move" XD Sure I can do it manually but IFT: "healthy" "wounded" and "bloodied" are exactly what's needed for automating that one maneuver :P)

RobboNJ69
October 13th, 2024, 15:47
A new version of StrainInjury is uploaded :) Now there should be no errors anymore when opening the CT, thanks for the patience :)

Thank you Kelrugem!

Kelrugem
October 13th, 2024, 16:18
it's fine (it's just, one of my character is playing a warblade and he's soo to level up and get "Finishing Move" XD Sure I can do it manually but IFT: "healthy" "wounded" and "bloodied" are exactly what's needed for automating that one maneuver :P)

I think I found the issue! I am fixing it right now :)

The problem (if you are interested): The overlay code checks whether certain effects are on the CT entry. For example "stable" applies a certain overlay :) However, the code for the overlays also checks for the wound percentage (for obvious reasons), and effects like "bloodied" also check the wound percentage. Thus, what can happen: Overlays check the wound percentage, in that process the code checks for effects like "stable", this on the other hand triggers the effect code which checks for the wound percentage to determine whether someone is healthy etc... Then we're back at the wound percentage stuff and a loop got created!

I had this problem once with "stable" and I resolved that. But some time ago I added blood trails and after a request I added "noblood" as effect to turn off blood trails and overlays for specific CT entries. And now the same problem happens with "noblood" as effect :D

(for these loops it is not important whether or not a CT entry has the effect stable or noblood, the loop already starts simply due to the fact that the code has to check for these effects)

Thus, I am reinventing that code now to avoid that kind of loop :) I think I have a solution which helps resolving with the performance overall. When the code checks for effects like stable and noblood for applying overlays, then it will now ignore stuff like bloodied and IF(T) and stuff like that. Maybe I should also apply that to other kind of effects to improve the performance in FG effect stuff in general(?)

Kelrugem
October 13th, 2024, 20:32
I just reuploaded a new version :) This should now resolve the stack overflow issue :) Thanks for the report, Asgurgolas :)

Asgurgolas
October 13th, 2024, 21:56
Love ya *.*

Kelrugem
November 2nd, 2024, 14:08
I just updated the strainInjury extensions to fix an issue on the client ct :) Furthermore github (secretly? :D) deleted the old wish list and I created a new one a while ago: https://github.com/users/Kelrugem/projects/3 (I try to skim through the threads here at some point to recollect what got lost)

Furthermore: Both overlay versions of the extended automation extensions are now merged on the same forge page: One for StrainInjury and one for the standard rules :) I announced many months ago that I will merge the forge pages, but in case you still mainly use the alternative icon forge page to download your version you now must subscribe to the other forge entry! :) (so you now download both versions)

FGMax
November 6th, 2024, 20:29
Welcome back to the game. :p Thought I'd at least remind you of my feature request some months ago but I wondered then if it would be possible to do IFT: this; DC: + as its currently possible to do most other modifiers I think but not spell/ability save DC. Thanks again for making the great game on a great platform even better.

Kelrugem
November 7th, 2024, 06:40
Welcome back to the game. :p Thought I'd at least remind you of my feature request some months ago but I wondered then if it would be possible to do IFT: this; DC: + as its currently possible to do most other modifiers I think but not spell/ability save DC. Thanks again for making the great game on a great platform even better.

Hehe, thanks! :) And also thanks for reminding me; that wish is back in the list :D

Morenu
November 7th, 2024, 16:14
Hey Kelrugem, looking to help someone with an answer. I am assuming either your ext or the BCE ext would cover this if its not in Vanilla 3.5

the question:

"Engulf; IFT: CUSTOM(Drenched); DMGO: [CL] [INT] water"

This alone works but as stated by the spell, the CL needs to cap at +5. Is there a way to add this conditional in this line?

essentially they need to cap the CL bonus at a max of 5, now they could apply it from a spell class that is set to CL 5 but that means this effect would be all alone in its own spell class.

Kelrugem
November 9th, 2024, 10:31
Hey Kelrugem, looking to help someone with an answer. I am assuming either your ext or the BCE ext would cover this if its not in Vanilla 3.5

the question:


essentially they need to cap the CL bonus at a max of 5, now they could apply it from a spell class that is set to CL 5 but that means this effect would be all alone in its own spell class.

With my extension there is way, see the Forge page under (N)PC Specific Note :) I think [CL5] should do it :)

RobboNJ69
November 16th, 2024, 03:03
Hello Everyone, After a short pause in gaming, We'll probably be starting up again next week. How are things looking with Kel's extenstions and the lastest 4.6 update from Nov 12th?

If I get a moment, I'll fire up a test campaign to test but I figured I'll see if anyone already tested it. Thanks! Rob

Kelrugem
November 16th, 2024, 12:38
Hello Everyone, After a short pause in gaming, We'll probably be starting up again next week. How are things looking with Kel's extenstions and the lastest 4.6 update from Nov 12th?

If I get a moment, I'll fire up a test campaign to test but I figured I'll see if anyone already tested it. Thanks! Rob

Right now, it should work, I think the updates on the test server are not yet on the live servers, right? Or did I miss a major update?

RobboNJ69
November 16th, 2024, 17:14
Or did I miss a major update?

Actually, No... I got the content updates confused with the core release.

There was a module update released on November 12th. I confused that with the 4.6.0 release that was scheduled for November 5th or 12th. I'm assuming that got pushed back.

That's what I get for reading stuff late at night after a long work day!

Thanks for answering, Kel!

Kelrugem
November 16th, 2024, 18:54
Actually, No... I got the content updates confused with the core release.

There was a module update released on November 12th. I confused that with the 4.6.0 release that was scheduled for November 5th or 12th. I'm assuming that got pushed back.

That's what I get for reading stuff late at night after a long work day!

Thanks for answering, Kel!

Hehe, no worries :D Indeed, the test server stuff is a bit delayed, so right now no worries :)

EndingPop
January 18th, 2025, 17:29
Hi, is there a way to apply an effect that would make a PC immune to a condition? I see that IMMUNE works for damage types, but it doesn't do anything about conditions.

Kelrugem
January 18th, 2025, 18:06
Hi, is there a way to apply an effect that would make a PC immune to a condition? I see that IMMUNE works for damage types, but it doesn't do anything about conditions.

Not really, if someone is immune to a condition like paralyzed etc., then you just should not apply the effect :)

There is a SIMMUNE effect in my extension which activates a chat message saying that there is immunity. But that requires that the condition is part of a spell effect with a cast button (because the triggering of the cast button will check for SIMMUNE), so probably to cumbersome for your purpose :)

Morenu
January 19th, 2025, 21:42
Curiosity question. My DM likes to randomize certain things and he was disappointed with the following limitation. Is there a reason that some things like ATK: 1d6 (so it can do dice and designates with a (D) ) and some things like AC: 3 (designated with an (N) ) are limited to single numbers? IOW to me its a limit that seems unnecessary and is obviously already coded for some effects. why limit it?

and I realize Kel, that you are not the cause of this LOL just thought you might know

Kelrugem
January 19th, 2025, 22:43
Curiosity question. My DM likes to randomize certain things and he was disappointed with the following limitation. Is there a reason that some things like ATK: 1d6 (so it can do dice and designates with a (D) ) and some things like AC: 3 (designated with an (N) ) are limited to single numbers? IOW to me its a limit that seems unnecessary and is obviously already coded for some effects. why limit it?

and I realize Kel, that you are not the cause of this LOL just thought you might know

hehe no worries :D

I am heading to bed now, I will try to answer that tomorrow if no-one else did :) (remind me, if I forgot to answer :D)

Moon Wizard
January 20th, 2025, 05:05
Using AC as the example; it's because that is a defensive effect against a fixed number; so there is no way to "roll" those dice as part of the standard rolls.

To implement, you would either need to pick a random number for those (i.e. completely automated/hidden in the effect string); or make some sort of chain rolling logic to break up the attack roll from a possible "AC roll" that would have to be linked to the original data. It creates a lot of complexity for little gain.

Regards,
JPG

Morenu
January 20th, 2025, 18:45
Using AC as the example; it's because that is a defensive effect against a fixed number; so there is no way to "roll" those dice as part of the standard rolls.

To implement, you would either need to pick a random number for those (i.e. completely automated/hidden in the effect string); or make some sort of chain rolling logic to break up the attack roll from a possible "AC roll" that would have to be linked to the original data. It creates a lot of complexity for little gain.

Regards,
JPG

Hmm makes sense.

I believe he was looking for ways to add randomized buffs to NPCs. He is running a campaign and the characters are too powerful for the encounters in the adventure, so he would like to just randomly buff up the underpowered encounter quickly without redoing the whole encounter. so something that added 0-4 points to any applicable thing like SR, DR, RESIST, AC, ATK, INIT, DMG, SDMG, CL, CMD, SKILL, SAVE, ABILITIES... he has a thing about randomizing certain aspects of encounters. So randomize it once and the effect stays on, not randomize each round or attack.

So I suggested making "spells" at various buff levels and for various of the above stats and then casting them at the NPCs on the CT 1 time. I was wanting to randomize the effect buff as its cast (so say AC: 1d4 -1 would assign a 0,1,2,or 3 buff to each targeted NPC and that the result would be randomized separately for each target). is there a way to do that across the board?

sort of like a mass random effect that rolls separately for each target. I am guessing if its possible, he would have to singularly target each NPC if he wants the buffs rolled for each NPC. If he targets all NPCs, I would think they would all get the same result from the randomized rolls.

SoxMax
January 24th, 2025, 15:02
I think what you're describing Morenu would be a tag that is a die roll. That way when the effect is applied it will roll a die to get a random value. I believe Kel's extension has support for that, but it may only roll once per buff application.

Check under `(N)PC Specific Note` the `NdM + K` may be what you're looking for?
https://forge.fantasygrounds.com/shop/items/1/view

Quick example I think works: `AC: [1d4-1]`

Kelrugem
January 25th, 2025, 13:41
I think what you're describing Morenu would be a tag that is a die roll. That way when the effect is applied it will roll a die to get a random value. I believe Kel's extension has support for that, but it may only roll once per buff application.

Check under `(N)PC Specific Note` the `NdM + K` may be what you're looking for?
https://forge.fantasygrounds.com/shop/items/1/view

Quick example I think works: `AC: [1d4-1]`

Indeed, the extension provides a "random value on apply" :) And as Moon Wizard mentioned, it would be difficult to roll a die each time a combat roll happens for stuff like AC which are usually not rolled
(I mean it is not impossible; FORTIF is an example of an effect which I added to the defence mechanisms which physically rolls a die, but that was a major change of the code. A random table however is easier to implement as Moon Wizard mentioned, but who wants to roll without a physical die! :D)

Morenu
January 26th, 2025, 05:46
Yes, the 1 time random value on the application of the effect to the NPC is what I am looking for. So the AC: [1d4-1] gets applied to the NPC, and when applied a 3 is rolled (-1) so they get an AC: 2 effect applied to the CT.

If multiple NPCs are targeted at the same time with AC: [1d4-1], they would all get the same value correct? if so, is there a way to have it roll for each targeted NPC?

I ask because there is an extension that lets me set an effect to target groups (all, enemies, allies...) and that would be a fast way to let my DM randomize a buff effect that is random for the entire mob with 1 or 2 clicks. the possible buffs could be anything, MHP, AC, DMG, CL... and being able to set each 1 to be a random amount would be great.

I will test it out shortly, but thank you for the responses.

Example of the type of thing my DM would love:
Buff Lv 2; AC: [1d3-1];MHP: [1d10-1]; CL: [1d2-1]; SKILL: [1d4-1]; ATK: [1d3-1]; SR: [1d4], DMG: [1d6-1]; RESIST: [1d3-1] fire; DR: [1d3-1]

Target all "enemies" (the Mob) and apply the above effect and have it roll for each NPC so the effect is most likely unique for each NPC.

Kelrugem
January 30th, 2025, 20:47
Yes, the 1 time random value on the application of the effect to the NPC is what I am looking for. So the AC: [1d4-1] gets applied to the NPC, and when applied a 3 is rolled (-1) so they get an AC: 2 effect applied to the CT.

If multiple NPCs are targeted at the same time with AC: [1d4-1], they would all get the same value correct? if so, is there a way to have it roll for each targeted NPC?

I ask because there is an extension that lets me set an effect to target groups (all, enemies, allies...) and that would be a fast way to let my DM randomize a buff effect that is random for the entire mob with 1 or 2 clicks. the possible buffs could be anything, MHP, AC, DMG, CL... and being able to set each 1 to be a random amount would be great.

I will test it out shortly, but thank you for the responses.

Example of the type of thing my DM would love:
Buff Lv 2; AC: [1d3-1];MHP: [1d10-1]; CL: [1d2-1]; SKILL: [1d4-1]; ATK: [1d3-1]; SR: [1d4], DMG: [1d6-1]; RESIST: [1d3-1] fire; DR: [1d3-1]

Target all "enemies" (the Mob) and apply the above effect and have it roll for each NPC so the effect is most likely unique for each NPC.

I think it is rolled one time for all at once; but you could of course apply the effect multiple times, just with a different target each time :) (so, a bit more cumbersome, but then it rolls every time again :) )

Sorry for the late answer :) I have to teach additionally to research :D But weekends is usually FG time for me, hehe :D

DJDust
February 3rd, 2025, 20:23
Alright, I've got one for you guys, I'm receiving a stack overflow error when using any variation of the syntax IF: Bloodied; (IFT, NIF, NIFT) as well as for the tags Healthy and Wounded. After messing around with my extensions, I've pinpointed that it seems to be specifically these 3 tags and while I have both Better Combat Effects and Extended Automation and Overlays active, but not while one or the other is active (adjusting NIFs as needed without EAaO active to IFs).

With what I'm using both extensions for, using them mutually exclusive is not an option, so it would boil down to just not using these IF-tag pairings, but I'm hoping someone would have a suggested work around/fix for me.

Kelrugem
February 6th, 2025, 06:49
Alright, I've got one for you guys, I'm receiving a stack overflow error when using any variation of the syntax IF: Bloodied; (IFT, NIF, NIFT) as well as for the tags Healthy and Wounded. After messing around with my extensions, I've pinpointed that it seems to be specifically these 3 tags and while I have both Better Combat Effects and Extended Automation and Overlays active, but not while one or the other is active (adjusting NIFs as needed without EAaO active to IFs).

With what I'm using both extensions for, using them mutually exclusive is not an option, so it would boil down to just not using these IF-tag pairings, but I'm hoping someone would have a suggested work around/fix for me.

Hi :)

Sorry for the delayed answer; right now I am in Cologne for a research talk and collaboration etc :)

Thanks for your report! Yeah, the good old stack overflow issue :D (it is not the first time that it appears, usually it happens if there is another extension changing the effect script :) I will speak with Ryan about that when I am back in Göttingen :) (today is my last day in Cologne, so hopefully everything fixed over the weekend)

rmilmine
February 8th, 2025, 18:08
Would it be possible to take all the lovely stuff done with IFTAG and NIFTAG and have it also work with the properties field of weapons?
So you could put say light, or twohanded in the weapons properties field and have an IFTAG: light in an effect that would do whatever is after it like it does for spells?

Kelrugem
February 8th, 2025, 21:37
Would it be possible to take all the lovely stuff done with IFTAG and NIFTAG and have it also work with the properties field of weapons?
So you could put say light, or twohanded in the weapons properties field and have an IFTAG: light in an effect that would do whatever is after it like it does for spells?

Thank you for sharing the idea :)

I actually have that idea for a longer time, but I was not sure if it is that important due to the extension which allows to attach effects to items and make them only activate if the corresponding weapon is used :) But certainly something I was thinking about :)

Asgurgolas
February 10th, 2025, 13:54
Thank you for sharing the idea :)

I actually have that idea for a longer time, but I was not sure if it is that important due to the extension which allows to attach effects to items and make them only activate if the corresponding weapon is used :) But certainly something I was thinking about :)

like, "Fire Shield; NIFTAG: reach; TDMG: 1d6 [CL] fire, melee" :P

Kelrugem
February 10th, 2025, 20:11
like, "Fire Shield; NIFTAG: reach; TDMG: 1d6 [CL] fire, melee" :P

hmmm. Good point!

Oki, I am convinced! I will add that probably as next feature :D Thanks :D

rmilmine
February 12th, 2025, 01:20
keladvantage and keldisadvantage do not work on Fortification.
If I apply either of those to a character with fortification it does not cause the fortification roll to roll twice and take the best or worst.

Kelrugem
February 12th, 2025, 14:45
keladvantage and keldisadvantage do not work on Fortification.
If I apply either of those to a character with fortification it does not cause the fortification roll to roll twice and take the best or worst.

Thanks for the report! Interesting, I will have to check that out, I thought the code of (dis)advantage should be universal enough to affect all rolls. Though one might ask: Should it be allowed that the (dis)advantage effects affect fortification rolls? (but your report may be very well based on such a use case; so that I should certainly check it out :) )

Kelrugem
February 20th, 2025, 15:09
Hi :)

Just a little heads-up: I am not sure if my extensions work with the new version of FG :) Currently, I am heavily preparing my next session next Monday, and thus I had not so much time for coding :) But I have holidays the whole month of March, so at latest then I will be able to update my stuff :)

It might be safe to update though :)

brendude
February 20th, 2025, 17:34
Hi Kelrugem! Wanted to let you know a couple of bmos' extensions broke as a result of last update. Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager/page55) and Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder/page25). I recall you mentioning you could look at some of their extensions since bmos was stepping away so figured I'd mention it here. I and several others posted details on those threads.

I didn't notice any issues with your extensions from last update. I see you're looking at March to look at anything so no worries just advising. Appreciate all the work and help as always.

Kelrugem
February 21st, 2025, 22:24
Hi Kelrugem! Wanted to let you know a couple of bmos' extensions broke as a result of last update. Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager/page55) and Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder/page25). I recall you mentioning you could look at some of their extensions since bmos was stepping away so figured I'd mention it here. I and several others posted details on those threads.

I didn't notice any issues with your extensions from last update. I see you're looking at March to look at anything so no worries just advising. Appreciate all the work and help as always.

Thanks for the report and words :) In fact, someone fixed advanced effects already :) (I think it was SoxMax (thanks!) because he submitted a compatibility update to my extensions regarding that :D so, these two extensions may be incompatible right now) It is on my agenda to look at the ammunition manager, like next month :)

And I am glad that my extension seems to work :D I didn't dare to update FG right before my next campaign session :D

rmilmine
February 22nd, 2025, 16:37
Thanks for the report! Interesting, I will have to check that out, I thought the code of (dis)advantage should be universal enough to affect all rolls. Though one might ask: Should it be allowed that the (dis)advantage effects affect fortification rolls? (but your report may be very well based on such a use case; so that I should certainly check it out :) )

Mythic Critical Focus basically does this.

https://aonprd.com/FeatDisplay.aspx?ItemName=Critical%20Focus

Mythic Critical Focus
Source Mythic Adventures pg. 61
Your blows unerringly find your target’s vital spots.

Prerequisites: Critical Focus.

Benefit: You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

There may be other things that do something similar, but this was what caused me to bring it up.

Kelrugem
February 23rd, 2025, 10:21
Thanks! Interesting :) Yeah, in my holidays soon I will check to fix such things :) (though my laptop started to struggle a lot recently, but I hope it can be repaired)


Mythic Critical Focus basically does this.

https://aonprd.com/FeatDisplay.aspx?ItemName=Critical%20Focus

Mythic Critical Focus
Source Mythic Adventures pg. 61
Your blows unerringly find your target’s vital spots.

Prerequisites: Critical Focus.

Benefit: You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

There may be other things that do something similar, but this was what caused me to bring it up.

Kelrugem
February 24th, 2025, 06:49
a short heads-up: Tomorrow or so I will try to implement SoxMax's fix for the incompatibility with advanced effects; on Friday I fly to Taiwan for holidays (seeing my wife living there) and I stay there for a whole month, so I have some time due to long holidays :) I will fix some of the issues then, and I will check how the new action tab looks like because I am not totally sure whether I like the new style. As an option I might add the old action tab to my extension, but I have to think about it. Maybe a separate extension for the action tab style? (but a separate extension may lead to incompatibilities with ammunition manager; the compatibility will be difficult if one wants to avoid two versions of the ammunition manager)

Sorry that I couldn't look at all things yet; today I finally run my own campaign again and I had to prepare that :)

Morenu
February 24th, 2025, 18:14
If you give us back some equivalent of the old action tab, can you confer with Zarestia and their Advanced Charsheet (https://forge.fantasygrounds.com/shop/items/861/view) extension. there are only about 5 extensions I can't do without, and that's one of them, along with yours. their sheet essentially makes the action tab have 4 different sections

Kelrugem
February 25th, 2025, 14:23
If you give us back some equivalent of the old action tab, can you confer with Zarestia and their Advanced Charsheet (https://forge.fantasygrounds.com/shop/items/861/view) extension. there are only about 5 extensions I can't do without, and that's one of them, along with yours. their sheet essentially makes the action tab have 4 different sections

Yeah, I try to do it nicely :D But based on the answer of SmiteWorks in the other thread about that, I may also simply wait for the outcome first :)

SoxMax
February 25th, 2025, 14:28
After working on the Ammunition Manager, bringing back the old UI in a way that's reasonably compatible with the new code structure may be quite difficult. Best bet is probably to wait for SmiteWorks, they seem to be aware that the sentiment around the 3.5 changes is not positive.

Koojoot
February 25th, 2025, 22:00
Hi. Is anybody else having the following error when trying to roll anything from their character sheet? After disabling extensions "Extended automation and overlays" the error does not appear:

[2/24/2025 6:27:37 PM] s'Can't find CT node: ' | { s'sType' = s'charsheet', s'sName' = s'Lucius van Dyken', s'sCreatureNode' = s'charsheet.id-00001', s'aTargets' = bFALSE }

Rhydion
February 27th, 2025, 15:53
Hi Kelrugem,

Just wanted to let you know there is some incompatibility between this (https://forge.fantasygrounds.com/shop/items/31/view) and Advanced Character Sheet by Zarestria, Extra Actions from dllewell and Drain and Permanent Bonuses. Posted to dllewell who directed it to you as he doesn't use it and its probably the cause of the conundrum. Here are the results so you can see it:
https://gyazo.com/393e47e39e7e894b50047a6e9a22fa74

Kelrugem
February 27th, 2025, 17:25
Thanks for the reports! I appreciate it :)

I will try to look at those soon, currently I am on my way to Taiwan, seeing my wife; so may need to wait some days, but then I hope I finally find some time to fix these issues :) These are mostly incompatibilities with the newest version of FG, I hope; so that I only have to update my extensions to make them compatible again :)

Rhydion
February 27th, 2025, 18:02
Thanks for the reports! I appreciate it :)

I will try to look at those soon, currently I am on my way to Taiwan, seeing my wife; so may need to wait some days, but then I hope I finally find some time to fix these issues :) These are mostly incompatibilities with the newest version of FG, I hope; so that I only have to update my extensions to make them compatible again :)

Don't worry about it. Have a good time seeing your beloved!

Kelrugem
February 27th, 2025, 18:14
Don't worry about it. Have a good time seeing your beloved!

thanks :D

peterb
March 2nd, 2025, 20:30
Can you activate the advantage/disadvantage modifier with a "slash" command? If not that would be a possible improvement. Because then you could set up a hotkey which is way faster than using the mouse pointer.

Please disregard this question, I discovered that the toggle could be drawn to a hotkey, problem solved.

Kelrugem
March 5th, 2025, 16:16
Dear all,

Sorry for the delay in updates; my laptop is currently at repair, so I cannot really code (though I can try on my wife's laptop, maybe tomorrow) :/ (fans not working properly anymore, started overheating during my last campaign session)

(and I also struggle finding motivation doing anything, after doom scrolling about what the USA now becomes and so on)

Thanks for your patience!

Morenu
March 5th, 2025, 16:38
Dear all,

Sorry for the delay in updates; my laptop is currently at repair, so I cannot really code (though I can try on my wife's laptop, maybe tomorrow) :/ (fans not working properly anymore, started overheating during my last campaign session)

(and I also struggle finding motivation doing anything, after doom scrolling about what the USA now becomes and so on)

Thanks for your patience!

no worries, we are patient. :)

and if you wish to chat via discord about the state of things, just reach out (PM/Discord). I keep reasonably up to date but have had to be aware of doom scrolling as well. be safe. and clean your damn fans often...

Kelrugem
March 6th, 2025, 04:48
no worries, we are patient. :)

and if you wish to chat via discord about the state of things, just reach out (PM/Discord). I keep reasonably up to date but have had to be aware of doom scrolling as well. be safe. and clean your damn fans often...

thanks for the offer :)

yeah, will clean my fans more often :D One of the fans seem to be very loose and not well-working in my case. But they found a possible replacement and so I hope I can get the laptop back soon, I hope :)

Kelrugem
March 15th, 2025, 19:19
Soo, I have my laptop finally back! I try to push some first updates this Sunday :)

tahl_liadon
March 15th, 2025, 20:55
.
hi.

i am trying to use crit confirm bonus effect (i.e -- cc: 4) and it doesn't seem to be working.

i wonder if i have another extension that conflicts and make it not work -- second confirm roll should be 4 higher (i.e d20+23 -- not that it mattered in this example)?

what am i overlooking? plz see image to confirm if i've set i up correctly. thx!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=63796

Orimn
March 15th, 2025, 23:43
It looks like you have a : after the words Critical Focus, It should be a Semi Colon ;

It should be like this - Critical Focus; CC:4

tahl_liadon
March 16th, 2025, 01:07
It looks like you have a : after the words Critical Focus...

of course i did. haha. thx!

Kelrugem
March 16th, 2025, 16:54
Thanks Orimn for helping tahl_liadon :)

I just pushed some little update by SoxMax regarding the compatibility with advanced effects :)

In the next days I will check and update my code; SoxMax also added code for adding weapon properties to the IFTAG code structures, so that you can use that kind of stuff now everywhere! :D (but I didn't push that yet, hopefully in the next days :) )

Then I will check bmos's extensions for open problems if time permits; but I saw that many other devs already took care of many things :)

Kelrugem
March 18th, 2025, 15:33
Mythic Critical Focus basically does this.

https://aonprd.com/FeatDisplay.aspx?ItemName=Critical%20Focus

Mythic Critical Focus
Source Mythic Adventures pg. 61
Your blows unerringly find your target’s vital spots.

Prerequisites: Critical Focus.

Benefit: You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

There may be other things that do something similar, but this was what caused me to bring it up.

I am currently updating my extension and I think I now understand why fortification isn't affected by (dis)advantage on the target: Since the attacker is the "active" actor (due to rolling damage), the code only looks at the attacker since the dis-advantage stuff is checked on the actor rolling the die. So, for fortification it would need to check the defender instead. That is very easy to change, but I have to double-check whether there was a good reason why I didn't swap the rolls of the attacker and defender in the fortification physical roll. (maybe for visibility of the die or something related to that? Since GM dice may be hidden and stuff like that. I will check it, but just so that you know that there is an easy fix hopefully :) )

Kelrugem
March 18th, 2025, 15:59
Dear all,

Github sadly decided to erase my old wishlist and didn't replace it :D Thus, I have a new one here: https://github.com/users/Kelrugem/projects/3 (also linked in the first post and on my forge profile)

You can track there the issues I got reported. However, since Github erased my old list some while ago and since I got some reports while travelling (so that I was not able to immediately enter the report on the wish list), I might have lost track of some stuff. Please remind me again of it then :) Though I will skim the last pages here

(I hope the wish list is public? So that you do not need an account)

rmilmine
March 22nd, 2025, 18:15
Using the properties of weapons doesn't seem to be working for me with IFTAG.

so on a weapon I have in the properties: light, unarmedstrike

I then have several effects:
Weapon Finesse; IFTAG: light; ATK: [-STR][DEX]
Weapon Finesse (Mythic); IFTAG: light; DMG: [-STR][DEX] melee
Weapon Focus (Unarmed Strike); IFTAG: unarmedstrike; ATK: 1

None of these seem to be working. Is there something I'm doing wrong?

Kelrugem
March 22nd, 2025, 19:42
Dear all: My extensions are finally updated! Now these should be finally compatible again.

I also fixed the following: FORTIF rolls are now affected by (dis)advantage effects on the defender (not the attacker anymore). Furthermore, I realized that the flatfooted effect may not always have been applied to NPCs if initiative is applied by group :) (also fixed now, I hope)

Furthermore: I looked into making the DC effect targetable; but there is no elegant solution without major rewrite and/or accepting erroneous chat messages about the DC information. (there is some problem with stacking I would need to resolve if it is allowed to be targetable) Thus, I won't add that feature that soon, I am afraid


Using the properties of weapons doesn't seem to be working for me with IFTAG.

so on a weapon I have in the properties: light, unarmedstrike

I then have several effects:
Weapon Finesse; IFTAG: light; ATK: [-STR][DEX]
Weapon Finesse (Mythic); IFTAG: light; DMG: [-STR][DEX] melee
Weapon Focus (Unarmed Strike); IFTAG: unarmedstrike; ATK: 1

None of these seem to be working. Is there something I'm doing wrong?

Oh, sorry, I may not have been clear: This feature is already provided by SoxMax on Github, but I was not yet able to look through it and implementing it :) I try in the next days since I now finished the compatibility patches :)

Rhydion
March 22nd, 2025, 23:26
Dear all: My extensions are finally updated! Now these should be finally compatible again.

I also fixed the following: FORTIF rolls are now affected by (dis)advantage effects on the defender (not the attacker anymore). Furthermore, I realized that the flatfooted effect may not always have been applied to NPCs if initiative is applied by group :) (also fixed now, I hope)

Furthermore: I looked into making the DC effect targetable; but there is no elegant solution without major rewrite and/or accepting erroneous chat messages about the DC information. (there is some problem with stacking I would need to resolve if it is allowed to be targetable) Thus, I won't add that feature that soon, I am afraid



Oh, sorry, I may not have been clear: This feature is already provided by SoxMax on Github, but I was not yet able to look through it and implementing it :) I try in the next days since I now finished the compatibility patches :)

Hey dude,

Saw on the github you updated the compatibility so I loaded up the server with the mods enabled, however, this seems to be the result. I do note that that boxes have definitely moved, but still seem to overlap. See what you think:
https://gyazo.com/00eaa4fa8ef722eb163b203b6612b62b

Also, stack overflow still seems present oddly. Here is what the logs gave me back, however, please be mindful this is done in a PF1 setting, not sure if that would cause and overflow issue on its own.
https://gyazo.com/ec1f7e23a39d77ba6945a7692aa8066e

Kelrugem
March 23rd, 2025, 04:34
Hey dude,

Saw on the github you updated the compatibility so I loaded up the server with the mods enabled, however, this seems to be the result. I do note that that boxes have definitely moved, but still seem to overlap. See what you think:
https://gyazo.com/00eaa4fa8ef722eb163b203b6612b62b

Also, stack overflow still seems present oddly. Here is what the logs gave me back, however, please be mindful this is done in a PF1 setting, not sure if that would cause and overflow issue on its own.
https://gyazo.com/ec1f7e23a39d77ba6945a7692aa8066e

Thanks for the report :)

For the first issue: Oh, I see, I missed the part that you also loaded drain/permanent bonusses and StrainInjury! I will check that out, should be hopefully easy to fix :)

About the overflow issue: Can you tell me how you reproduce that? Can you reproduce that if you only load StrainInjury? Because I fixed that one already a long time ago, and it usually comes back as an incompatibility of extensions :) (usually an incompatibility with an extension changing many effect-related things, like advanced effects, BCE/BCG and so on)

Rhydion
March 23rd, 2025, 16:39
Thanks for the report :)

For the first issue: Oh, I see, I missed the part that you also loaded drain/permanent bonusses and StrainInjury! I will check that out, should be hopefully easy to fix :)

About the overflow issue: Can you tell me how you reproduce that? Can you reproduce that if you only load StrainInjury? Because I fixed that one already a long time ago, and it usually comes back as an incompatibility of extensions :) (usually an incompatibility with an extension changing many effect-related things, like advanced effects, BCE/BCG and so on)

Yes, all of the improvements at once yessssss >:)

With the overflow all I need to do is stick any code that says, "IF: Bloodied;", on something on the combat tracker - However, I am using a lot of effect extensions etc so that may well be the case. If you want I can make an extension list if your that worried about it but it isn't a big deal to avoid using bloodied in PF1 :P

Kelrugem
March 23rd, 2025, 17:14
New versions for StrainInjury:

There were aesthetic incompatibilities once advanced character sheet was loaded and at least one of the following: Live HP, Malady Tracker, and Drain/Perm Bonusses. Now that is hopefully fixed, that was quite a mess and I spent all my past hours delving into that issue :D

Furthermore, I also found some incompatibilities between those extensions, even if mine was not loaded; I submitted the fix to Zarestia :) (but you get that fix already by loading StrainInjury)

There is also a little incompatibility with Extra Actions and Advanced Character Sheets; I submitted the fix to dllwell :)


Yes, all of the improvements at once yessssss >:)

With the overflow all I need to do is stick any code that says, "IF: Bloodied;", on something on the combat tracker - However, I am using a lot of effect extensions etc so that may well be the case. If you want I can make an extension list if your that worried about it but it isn't a big deal to avoid using bloodied in PF1 :P

So, I hope your problem is fixed :D About the stack overflow issue: I suspect that it is Ryan's extension! He fixed the incompatibility with extended automation, but he may not be aware of StrainInjury :D I will let him know :)

Rhydion
March 23rd, 2025, 20:44
New versions for StrainInjury:

There were aesthetic incompatibilities once advanced character sheet was loaded and at least one of the following: Live HP, Malady Tracker, and Drain/Perm Bonusses. Now that is hopefully fixed, that was quite a mess and I spent all my past hours delving into that issue :D

Furthermore, I also found some incompatibilities between those extensions, even if mine was not loaded; I submitted the fix to Zarestia :) (but you get that fix already by loading StrainInjury)

There is also a little incompatibility with Extra Actions and Advanced Character Sheets; I submitted the fix to dllwell :)



So, I hope your problem is fixed :D About the stack overflow issue: I suspect that it is Ryan's extension! He fixed the incompatibility with extended automation, but he may not be aware of StrainInjury :D I will let him know :)

Hello!
First of all, amazing! Sorry I ended up giving you so much extra work :D

I did note that everything seems to be working correctly. Tiny insignificant "bug" I found, is that while the sheet is locked the editable text boxes on the main page under HP etc (Resistances etc) seem to be editable, but Damage Reduction can't be edited unless the sheet is unlocked. Its stupid, I don't care about it, but its there. Don't know which was you prefer or if its even important to you.

Otherwise, its amazing, we just finished session and everyone logged back on to check it out. Happy DM and players :P <3

Kelrugem
March 24th, 2025, 05:19
Hello!
First of all, amazing! Sorry I ended up giving you so much extra work :D

I did note that everything seems to be working correctly. Tiny insignificant "bug" I found, is that while the sheet is locked the editable text boxes on the main page under HP etc (Resistances etc) seem to be editable, but Damage Reduction can't be edited unless the sheet is unlocked. Its stupid, I don't care about it, but its there. Don't know which was you prefer or if its even important to you.

Otherwise, its amazing, we just finished session and everyone logged back on to check it out. Happy DM and players :P <3

You're welcome :D Happy to hear that :)

Oh, indeed, any extension adding new things to the character sheet now also needs to declare which fields are "lockable" :) I submitted a new version for StrainInjury, however, this is due to advanced char sheet adding these new lines, so I also submitted a fix to Zarestia; so, you have to wait until Zarestia added that code, then they should be locked :)

Similar problem with other extensions: Extra actions also adds new fields almost at the top of the sheet, and even if the sheet is locked I can still adjust these fields with "ctrl+wheel", while the original fields on the sheet cannot be edited like that :) So, let us know everytime you see something like that :D (though "fixing" extra actions in that regard might not be worth the hassle; we can declare that as "feature" :D)

Rhydion
March 25th, 2025, 22:30
Hi Kel,

Don't know if you have seen this - https://www.fantasygrounds.com/forums/showthread.php?60307-PFRPG-Item-Durability/page12

I couldn't replicate the AC issues reported but can confirm the weapon issues. It seems the issue only happens on reload if the weapon has recorded damage. Removing the recorded damage before restarting the session will prevent the mishap. Temporary fix for people would be to track the damage and not input the damage into the intended box.

Kelrugem
March 26th, 2025, 03:44
Hi Kel,

Don't know if you have seen this - https://www.fantasygrounds.com/forums/showthread.php?60307-PFRPG-Item-Durability/page12

I couldn't replicate the AC issues reported but can confirm the weapon issues. It seems the issue only happens on reload if the weapon has recorded damage. Removing the recorded damage before restarting the session will prevent the mishap. Temporary fix for people would be to track the damage and not input the damage into the intended box.

Thanks for the report :)

Indeed, I am aware of that, I have put it on my "wishlist" of things I look into fixing :) But I always need a little bit time to understand Bmos's code, so no guarantee of a quick fix :D

Elaith
March 27th, 2025, 03:17
Hello,

It seems the TDMG function no longer works. I have tested this out with just the extended overlays mod installed. I have it set as TDMG: 1d6+15, cold,melee - So did not test on range, but I know it was working before the last update or so.

Thanks,
Elaith

Ok, was able to test a little more, TDMG: 1d6 works, but you add in the melee/range variable and it no longer works.

Kelrugem
March 27th, 2025, 11:50
Hello,

It seems the TDMG function no longer works. I have tested this out with just the extended overlays mod installed. I have it set as TDMG: 1d6+15, cold,melee - So did not test on range, but I know it was working before the last update or so.

Thanks,
Elaith

Ok, was able to test a little more, TDMG: 1d6 works, but you add in the melee/range variable and it no longer works.

Thanks for the report! Indeed, I was changing some code regarding that. I thought I was simplifying some code and I remember that I wondered some days ago why I didn't do that already a longer time ago; you may just have found out why my original code was more complicated :D (and now I start to remember why I wrote it as it was; well, I should not change a running system! :D)

That is, it should be easy to fix; but my wife has birthday soon, so there might be a little delay until I revert my change :) Thanks again :)

Elaith
March 27th, 2025, 13:50
Appreciate it, thank you. Understand the busy life, no rush, I can work around it if needed.

Kelrugem
March 29th, 2025, 19:14
Pushed a new update for the extended automation extensions :) Fixing the problem with TDMG reported by Elaith above :)

Elaith
March 29th, 2025, 21:04
Pushed a new update for the extended automation extensions :) Fixing the problem with TDMG reported by Elaith above :)

Thanks alot.

Tantrum
March 31st, 2025, 22:38
Anyone else having issues with (DIS)ADVANTAGE effects not working. Noticed in yesterdays game that DISATK and ADVATK effects where not working.
Tester with a clear campaign without any other extensions and still not working, the ADVANTAGE and DISADVANTAGE buttons in the modifiers menu seem to work.
ADVSKILL and ADVINIT are not working either.

RobboNJ69
April 1st, 2025, 15:16
Hello Kel,
I found a bug the other night during play. I was able to recreate it with only "Strain and Injury HP Variant Rules, dated at 22 March 2025" loaded as the only extension. I did an update just before testing.

On a crit, when rolling against a creature using "FORTIF: xx critical;", the number rolled to overcome the FORT is being applied to the ATTACKER as injury damage. No damage is being done to the original target of the attack. See Screen Shot.

You'll see the attacker rolled 59 to overcome the FORT, but then the 59 was applied to the attacker, with the target taking no damage, instead of the original 27 points.

On a funny note, we noticed it in a low-level campaign. The other players weren't paying attention and thought the monster somehow dished out 89 points of damage, instantly killing the player since he had only 23 hit points. Before I explained to them what happened, I told them the monster must have had some type of powerful defensive magic and suggested the player start rolling up a new character. :)

63952

Thanks for looking into that! Rob

Kelrugem
April 2nd, 2025, 10:57
Thanks all for the reports :) I will check them out, hopefully this weekend :)

RobboNJ69
April 2nd, 2025, 11:04
Thanks all for the reports :) I will check them out, hopefully this weekend :)

Thanks, Kel!

Though I have to say, the added excitement of possibly dying when you crit an opponent adds an interesting dimension.

Kelrugem
April 2nd, 2025, 12:10
Though I have to say, the added excitement of possibly dying when you crit an opponent adds an interesting dimension.

Hehe, sounds certainly like a funny experience :D

Kelrugem
April 5th, 2025, 20:56
Anyone else having issues with (DIS)ADVANTAGE effects not working. Noticed in yesterdays game that DISATK and ADVATK effects where not working.
Tester with a clear campaign without any other extensions and still not working, the ADVANTAGE and DISADVANTAGE buttons in the modifiers menu seem to work.
ADVSKILL and ADVINIT are not working either.

I just tested these effects again and all are working on my side :)

Did you have other extensions loaded? Can you test just with my extension loaded, and can you send me a list of your loaded extensions? :)

I have changed the code for the (dis)advantage stuff, so there might be now an incompatibility with another extensions

Kelrugem
April 6th, 2025, 01:09
Hello Kel,
I found a bug the other night during play. I was able to recreate it with only "Strain and Injury HP Variant Rules, dated at 22 March 2025" loaded as the only extension. I did an update just before testing.

On a crit, when rolling against a creature using "FORTIF: xx critical;", the number rolled to overcome the FORT is being applied to the ATTACKER as injury damage. No damage is being done to the original target of the attack. See Screen Shot.

You'll see the attacker rolled 59 to overcome the FORT, but then the 59 was applied to the attacker, with the target taking no damage, instead of the original 27 points.

On a funny note, we noticed it in a low-level campaign. The other players weren't paying attention and thought the monster somehow dished out 89 points of damage, instantly killing the player since he had only 23 hit points. Before I explained to them what happened, I told them the monster must have had some type of powerful defensive magic and suggested the player start rolling up a new character. :)

63952

Thanks for looking into that! Rob

This issue is now resolved, I just pushed a new update :)

Thanks again for the report :)

Tantrum
April 6th, 2025, 09:31
Just had a another test with a clear campaign with only your extension loaded. Advantage and Disadvantage buttons work but the ADVSKILL and ADVATK effect on combat tracker don't.
63987

Kelrugem
April 6th, 2025, 11:20
Just had a another test with a clear campaign with only your extension loaded. Advantage and Disadvantage buttons work but the ADVSKILL and ADVATK effect on combat tracker don't.
63987

Aaah, found the issue! In the last big patch I changed its code, this was causing the issue; I have pushed a new version, that one should work now :) Thanks again for the report! :)

The reason why I was not able to see that bug yesterday: I tested the StrainInjury version and in that version I adjusted the (dis)advantage code correctly. So, this was just a bug in the normal version of the extension :)

Tantrum
April 6th, 2025, 12:53
Thanks for the quick fix and all the great work you do for us.

Kelrugem
April 6th, 2025, 16:54
Thanks for the quick fix and all the great work you do for us.

You're welcome :)

RobboNJ69
April 15th, 2025, 02:02
This issue is now resolved, I just pushed a new update :)

Thanks again for the report :)

I just saw this reply... Thanks for taking care of that!

snupy
April 15th, 2025, 08:37
Hi Kelrugem, when the SIMMUNE effect comes into play the Immune message is printed on chat, but the targeted creature still rolls a save. Would it be possible to prevent the save throw to be rolled altogether if the creature is immune? It is easy to miss the immune text while in play (at my table at least)

Asgurgolas
April 16th, 2025, 12:15
Hi Kelrugem, when the SIMMUNE effect comes into play the Immune message is printed on chat, but the targeted creature still rolls a save. Would it be possible to prevent the save throw to be rolled altogether if the creature is immune? It is easy to miss the immune text while in play (at my table at least)

I think it's because the "SIMMUNE" gets checked at the instant the effect would resolve (aka damage rolling).

One thing you can do (if you have the sounds setting on that syrinscape thing) is make a trigger so when it displays "IMMUNE" in chat, it pops out a sound of your choice

rmilmine
April 17th, 2025, 00:22
If I wanted to add something to your extension how would I go about doing so?

RobboNJ69
April 17th, 2025, 04:57
Hello Kel,
It looks like the issue with the CRIT Damage being applied to the attacker is still happening. I updated the game and disabled all but your "Strain and Injury" extension.
64065
64066
In the image, you'll see the Yaun-Ti crits the target, and then the Crit does not bypass the target's Fortification. Then the non-crit damage (18) is applied to the Yaun-Ti.
If the crit damage bypasses the Fortification, then the full amount of the Crit is applied to the attacker.

Let me know if there is anything I can do to help with the solution - more testing, etc.

Thanks! Rob

EDIT: I forgot to post the errors from the console:
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)

SoxMax
April 18th, 2025, 00:16
If I wanted to add something to your extension how would I go about doing so?

I typically fork Kel's extension and open a pull request against it on Github: https://github.com/Kelrugem/Extended-automation-and-overlays

RobboNJ69
April 19th, 2025, 02:38
EDIT: I forgot to post the errors from the console:
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)

Hello,
I just realized these errors are only showing when the CoreRPG Combat Highlighter Extension is also loaded. Sorry for the confusion. I'll be messaging the developer of that extension about it and a few other quirky behaviors...
For instance, when both of your extensions are loaded (and no others) the following happens:
1. You can't remove a PC from the combat tracker. There is no trashcan icon when you right click on them.
2. Normal damage to a PC doesn't show on the CT, only on their character sheet.
3. When you open the game, friendly factions are a mix of blue and green on the CT, as opposed to just green. Hostiles and neutrals are still red and grey.

https://www.fantasygrounds.com/forums/showthread.php?66336-CoreRPG-Combat-Highlighter/page20
https://forge.fantasygrounds.com/shop/items/289/view

That said, the issue with the crit damage going to the attacker is legit. I also noticed it only happens if the target has armor fortification turned on: "FORTIF"
If there is no fortification, the crit damage is applied to the target normally.

Thank you in advance for your time, keeping these extensions going!
Rob

Kelrugem
April 19th, 2025, 11:54
Hi all :) Sorry for the late reply, the new semester started and I assist three lectures; quite a lot to handle right now :)

@rmilmine: I saw that you have sent the code to me, thanks! :) As SoxMax mentioned, over on Github you can also send the code :) (my profile: https://github.com/Kelrugem)

@snupy: Indeed, that it is also something I do not like since right after I implemented it. The problem: Clicking the cast button triggers all the involved rolls simultaneously. So, back then I had to decide whether I adjust the code drastically or I implement the save overlays :) If you want you can turn on the save overlays, they take that stuff properly into account (so, a failed save should not overwrite the SIMMUNE; or is this what you observe? Maybe there is a problem with the overlays?)

@RobboNJ69: Hmm, do I misunderstand how fortification works? I thought only the additional damage by the crit gets negated, while the standard roll still counts, right? That is the reason why some of the damage still gets applied :)

Thanks all!

rmilmine
April 19th, 2025, 12:50
Is it possible to create an effect that does the following:

At 1st level you get +1, at 6th level you get another +1 and then every 4 levels there after you get yet another +1. And all of this has a maximum of +5 at 18th level.

I've not seen anything that would allow for this kind of situation.

AC: 1 [d4CL4] or AC: 1 [QCL4] is close, but CL needs to be modified before doing the division.

RobboNJ69
April 19th, 2025, 16:01
@RobboNJ69: Hmm, do I misunderstand how fortification works? I thought only the additional damage by the crit gets negated, while the standard roll still counts, right? That is the reason why some of the damage still gets applied :)


Hello Kel! You understand fortification perfectly. The issue isn't how it is being calculated. The problem is the damage is being applied to the attacker, not the target. So when someone crits, the crit damage - only when the target has "FORTIF" - is going back to the orginal attacker, not the target that was hit.

Here is a clearer screen shot:
64080

I know you're very busy right now, so I just wanted to let you know. Good luck on the teaching! Rob

Kelrugem
April 20th, 2025, 13:49
Aaah, I see! I just uploaded new versions, now Fortif should work again :) Thanks for the report!
(In my tests the attacker and defender were the same, so that I couldn't see that :D)

I also fixed the incompatibility with combat highlighter following your private message :) Please let me know whether that is resolved, too :)

RobboNJ69
April 20th, 2025, 17:14
Kel - You are awesome! Everything worked perfectly. I wasn't expecting you to have the time with your teaching duties - I (and my players) really appreciate you jumping in there!

- Rob

Kelrugem
April 20th, 2025, 18:00
Kel - You are awesome! Everything worked perfectly. I wasn't expecting you to have the time with your teaching duties - I (and my players) really appreciate you jumping in there!

- Rob

Hehe, you're welcome :D Well, it is long weekend here right now, so I have time :D

snupy
April 21st, 2025, 13:09
Hi all :) Sorry for the late reply, the new semester started and I assist three lectures; quite a lot to handle right now :)

@rmilmine: I saw that you have sent the code to me, thanks! :) As SoxMax mentioned, over on Github you can also send the code :) (my profile: https://github.com/Kelrugem)

@snupy: Indeed, that it is also something I do not like since right after I implemented it. The problem: Clicking the cast button triggers all the involved rolls simultaneously. So, back then I had to decide whether I adjust the code drastically or I implement the save overlays :) If you want you can turn on the save overlays, they take that stuff properly into account (so, a failed save should not overwrite the SIMMUNE; or is this what you observe? Maybe there is a problem with the overlays?)

@RobboNJ69: Hmm, do I misunderstand how fortification works? I thought only the additional damage by the crit gets negated, while the standard roll still counts, right? That is the reason why some of the damage still gets applied :)

Thanks all!

Hi Kel, thanks, no overlays were not on, I will try with them enabled

Kelrugem
April 21st, 2025, 14:06
Hi Kel, thanks, no overlays were not on, I will try with them enabled

Oki, let me know how this works for you :)

Kelrugem
April 21st, 2025, 14:18
There is now a newer version of the extended automation extensions! If you intend to run a game soon, then do not update, because it is likely that I introduced a new bug since the following additions are bigger changes :)

First of all: I was finally able to add SoxMax's code; thanks to SoxMax! :) Now weapons' properties are intertwined with the IFTAG code :) That is, imagine a weapon with the property "axe", then IFTAG: axe; DMG: 2 would increase the damage of this weapon by 2; useful for temporary effects so that one does not need to edit the weapon's damage (and likely forget to revert the edit after the effect expires).

Also rmilmine added new code, also thanks to rmilmine! :) We have now a new conditional operator RANGE (actually now DISTANCE, see next post), this checks the distance between the attacker and defender (including height); for example Fire Shield; RANGE(<=5); TDMG: 1d6 [CL] fire, melee works :) (you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)

Furthermore: I also added something little. The new tag system works so well that one could give extra properties to certain tags without effort. There is now the first special tag, lifestealing. Whenever a spell or weapon has that tag the dealt damage also heals the attacker :) (that type of heal is not affected by a possible REVERT effect on the attacker which may otherwise revert a heal)

If you have any idea of other special tags, then let me know :)

Kelrugem
April 21st, 2025, 15:26
Oh, it turned out that SoxMax had an extension for range operators already! Thanks to SoxMax, too: This is basically now part of the extended automation extension :) I relabelled the RANGE to DISTANCE so that you do not have to rewrite your effects :)

RobboNJ69
April 21st, 2025, 15:45
Awesome stuff! Thank you!

Morenu
April 21st, 2025, 19:36
Damnit Kel, I need to finish my Bestiary before I go back and tackle my Feats Mod... This almost made me SQUIRREL! ffs, I need to focus.

Nice work to all the contributors and to you Kel. Thanks

Kelrugem
April 22nd, 2025, 09:12
Thanks for the words both :)


Damnit Kel, I need to finish my Bestiary before I go back and tackle my Feats Mod... This almost made me SQUIRREL! ffs, I need to focus.

Hehe, you're welcome :P

Asgurgolas
April 22nd, 2025, 19:30
Furthermore: I also added something little. The new tag system works so well that one could give extra properties to certain tags without effort. There is now the first special tag, lifestealing. Whenever a spell or weapon has that tag the dealt damage also heals the attacker :) (that type of heal is not affected by a possible REVERT effect on the attacker which may otherwise revert a heal)

If you have any idea of other special tags, then let me know :)

How does it actually work? Is it general or can be specific? For example, a vampiric weapon says "the weapon deals an extra 1d6 damage, and that d6 damage is also how much you get healed for", so can the lifesteal be linked to specific dice (or damage) or once you set it it's all or nothing?

rmilmine
April 22nd, 2025, 21:17
Thanks to rmilmine and SoxMax: We have now a new conditional operator DISTANCE, this checks the distance between the attacker and defender (including height); for example Fire Shield; DISTANCE(<=5); TDMG: 1d6 [CL] fire, melee works (you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)

Does the conditional not require in IFT in it? As what I had written does.

I have given the devs the go ahead to use what I wrote. My hope is that it ends up as a default in 3.5/pfrpg so that everyone gets it, even better would be core rpg.

rmilmine
April 22nd, 2025, 23:37
So major update to FG today. I see lots of messages about ActorManager.getTypeAndNode having been deprecated.
*Edit* This extension is impacted by the above. Not really sure why they deprecated the above function as the comment in the console says to use the functions this function calls.

Kelrugem
April 23rd, 2025, 10:19
Does the conditional not require in IFT in it? As what I had written does.

I have given the devs the go ahead to use what I wrote. My hope is that it ends up as a default in 3.5/pfrpg so that everyone gets it, even better would be core rpg.

Oh, yes, I forgot to add the IFT :) Thanks :)


So major update to FG today. I see lots of messages about ActorManager.getTypeAndNode having been deprecated.
*Edit* This extension is impacted by the above. Not really sure why they deprecated the above function as the comment in the console says to use the functions this function calls.

Oh, really? Ah, well, I was hoping for that this big patch would finally not affect me and I can rest a bit because it touches totally different areas :) But I think it was already for a longer time to deprecate this function; I thought I already adjusted my code, but apparently I forgot it

Sorry, @all, and thanks rmilmine to make me aware of that :) It might take a while until I get to it, though, maybe on the weekend (but I have to prepare my next campaign) :)

@rmilmine: Are these just warnings about the future deprecation of this function? Does the extension otherwise still work? Or is this function already deprecated and some features ceased working? (I do not dare updating yet :D)

Rhydion
April 23rd, 2025, 14:38
There is now a newer version of the extended automation extensions! If you intend to run a game soon, then do not update, because it is likely that I introduced a new bug since the following additions are bigger changes :)

First of all: I was finally able to add SoxMax's code; thanks to SoxMax! :) Now weapons' properties are intertwined with the IFTAG code :) That is, imagine a weapon with the property "axe", then IFTAG: axe; DMG: 2 would increase the damage of this weapon by 2; useful for temporary effects so that one does not need to edit the weapon's damage (and likely forget to revert the edit after the effect expires).

Also rmilmine added new code, also thanks to rmilmine! :) We have now a new conditional operator RANGE (actually now DISTANCE, see next post), this checks the distance between the attacker and defender (including height); for example Fire Shield; RANGE(<=5); TDMG: 1d6 [CL] fire, melee works :) (you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)

Furthermore: I also added something little. The new tag system works so well that one could give extra properties to certain tags without effort. There is now the first special tag, lifestealing. Whenever a spell or weapon has that tag the dealt damage also heals the attacker :) (that type of heal is not affected by a possible REVERT effect on the attacker which may otherwise revert a heal)

If you have any idea of other special tags, then let me know :)

Hey Kel,

I love these additional effects but also hate you because now I may have to sift through a list of 1000+ spells and recode some, BUT, some questions.
1) For the IFTAG, where does the weapons identifier have to be located for it to be picked up?
2) For distance, can this technically be used to automate weapon ranges? For instance: RANGE:<60; ATK: -4
3) Is there a way for the lifestealing property to heal other amounts than the full damage? For instance, can this be extended to include half dmg dealt, or EVEN healing based on set parameters like CLs. ALSO, could this also heal THP? :O

SoxMax
April 23rd, 2025, 18:00
@Rhydion I can shed some light on the IFTAG with weapons, basically any string or comma/semicolon separated set of strings in the Properties field of an attack can cause any IFTAG effects to be true while using that attack.

For example I have the following effect on myself:
Weapon Focus (Longsword); IFTAG: longsword; ATK: 1

And then the properties field of my attack has `longsword` like this:
64139

Then any attack with that Longsword will enable the weapon focus effect.

By default any Properties on an item will be transferred to the attack's properties when the weapon is added to a character.

rmilmine
April 23rd, 2025, 18:05
Hey Kel,

I love these additional effects but also hate you because now I may have to sift through a list of 1000+ spells and recode some, BUT, some questions.
1) For the IFTAG, where does the weapons identifier have to be located for it to be picked up?
2) For distance, can this technically be used to automate weapon ranges? For instance: RANGE:<60; ATK: -4
3) Is there a way for the lifestealing property to heal other amounts than the full damage? For instance, can this be extended to include half dmg dealt, or EVEN healing based on set parameters like CLs. ALSO, could this also heal THP? :O

For the distatance you could do the following.

for a longbow the range modifiers are > 100 -2, > 200 -4, > 300 -6, > 400 -8, > 500 -10, > 600 means no attack possible.

IFT: DISTANCE(<=600); ATK: -2; IFT: DISTANCE(<=500); ATK: -2; IFT: DISTANCE(<=400); ATK: -2; IFT: DISTANCE(<=300); ATK: -2; IFT: DISTANCE(<=200); ATK: -2

This would be applied to the weapon itself. The -2 would need to be changed to -1 if the character has the far shot feat.

rmilmine
April 23rd, 2025, 18:09
Oh, yes, I forgot to add the IFT :) Thanks :)



Oh, really? Ah, well, I was hoping for that this big patch would finally not affect me and I can rest a bit because it touches totally different areas :) But I think it was already for a longer time to deprecate this function; I thought I already adjusted my code, but apparently I forgot it

Sorry, @all, and thanks rmilmine to make me aware of that :) It might take a while until I get to it, though, maybe on the weekend (but I have to prepare my next campaign) :)

@rmilmine: Are these just warnings about the future deprecation of this function? Does the extension otherwise still work? Or is this function already deprecated and some features ceased working? (I do not dare updating yet :D)

They are warnings only. The function still exists and the code is still there. The function itself could be copied to another location and that could be called instead. All the functions called within this function exist in the locations in the console comment says they are in. It shouldn't be too difficult to modify the extension to call the function from a new location.

rmilmine
April 23rd, 2025, 18:47
For the distatance you could do the following.

for a longbow the range modifiers are > 100 -2, > 200 -4, > 300 -6, > 400 -8, > 500 -10, > 600 means no attack possible.

IFT: DISTANCE(<=600); ATK: -2; IFT: DISTANCE(<=500); ATK: -2; IFT: DISTANCE(<=400); ATK: -2; IFT: DISTANCE(<=300); ATK: -2; IFT: DISTANCE(<=200); ATK: -2

This would be applied to the weapon itself. The -2 would need to be changed to -1 if the character has the far shot feat.

I'm not sure how you could apply an ATK modifier for a range that is greater than 600 and apply a modifier that would cause the attack to be basically impossible.

I was thinking that (N)IF(T) having an ELSEIF(T) would be grand, just not thought through fully how that would be implemented.
Doing an elseif would be difficult with the above as it would also need some way to show which ift it belonged to.

rmilmine
April 23rd, 2025, 21:43
Question:
Is there a way to isolate armor check penalties for armor/shields in an effect.

As an example. Weapon Finesse says that if a character is using a shield while using weapon finesse the armor check penalty applies to the attack roll.
Mythic Weapon Finesse though says that if a character is using a shield the armor check penalty from the shield does not apply to either the attack roll or the damage roll.

Now if you put an effect within each of these it's not that hard to do.

Weapon Finesse; IFTAG: finesse; ATK: [-STR] [DEX]
Mythic Weapon Finesse; IFTAG; finesse; DMG: [-STR] [DEX]

For Weapon Finesse though there should be something that applies the shield armor check if there is one.

Another thought. Is there anyway to create an effect that grabs what a value from the character such as an attribute bonus at the time of roll instead of at the time of the effect being placed on the character on the combat tracker?

I don't see anything on the confluence page for 3.5/pathfinder effects that shows a way to have it grab any character specific information at the time of a roll. This kind of thing would be incredibly useful.
something like {STR} or something similar could be used, I don't recall {} being used for anything within effects. Could also use TSTR for the targets attribute bonus instead of the individual it's applied to.

Could instead change the code for when equipping an inventory item so that the code that creates the weapon in the action tab checks for feats that would modify a weapon's stats and take those feats into account. I think it's better to have the feat do it instead of have it done this way though.

May be changing Feats, Special Abilities to have a tag field that could have a list of potential expected values that could be looked for and then have the equipping code look for those within each feat/class ability and modify what is placed within the action tab based on what it finds. I think I like this best. Having {STR} though I think would also be very very useful.

Morenu
April 23rd, 2025, 23:39
I'm not sure how you could apply an ATK modifier for a range that is greater than 600 and apply a modifier that would cause the attack to be basically impossible.

I was thinking that (N)IF(T) having an ELSEIF(T) would be grand, just not thought through fully how that would be implemented.
Doing an elseif would be difficult with the above as it would also need some way to show which ift it belonged to.

Add a second effect?
IFT: DISTANCE(>600); ATK:-100

rmilmine
April 23rd, 2025, 23:50
Add a second effect?
IFT: DISTANCE(>600); ATK:-100

That is the only way to do it. Have two effects on the weapon both having the Action Only checked. So they don't effect other actions such as spells with ranged touch attacks or other ranged weapons. Could also add "ranged" to the effects, but with the Action Only checkbox it shouldn't matter.

rmilmine
April 24th, 2025, 01:27
Just thought of something, 20s always hit so even putting -100 won't work. as it will auto hit. So you need to be cognoscente of that. At which point you might as well just look at the number in the targeting arrow.

Svandal
April 24th, 2025, 12:39
Question:
Is there a way to isolate armor check penalties for armor/shields in an effect.

As an example. Weapon Finesse says that if a character is using a shield while using weapon finesse the armor check penalty applies to the attack roll.
Mythic Weapon Finesse though says that if a character is using a shield the armor check penalty from the shield does not apply to either the attack roll or the damage roll.

Now if you put an effect within each of these it's not that hard to do.

Weapon Finesse; IFTAG: finesse; ATK: [-STR] [DEX]
Mythic Weapon Finesse; IFTAG; finesse; DMG: [-STR] [DEX]

For Weapon Finesse though there should be something that applies the shield armor check if there is one.

Another thought. Is there anyway to create an effect that grabs what a value from the character such as an attribute bonus at the time of roll instead of at the time of the effect being placed on the character on the combat tracker?

I don't see anything on the confluence page for 3.5/pathfinder effects that shows a way to have it grab any character specific information at the time of a roll. This kind of thing would be incredibly useful.
something like {STR} or something similar could be used, I don't recall {} being used for anything within effects. Could also use TSTR for the targets attribute bonus instead of the individual it's applied to.

Could instead change the code for when equipping an inventory item so that the code that creates the weapon in the action tab checks for feats that would modify a weapon's stats and take those feats into account. I think it's better to have the feat do it instead of have it done this way though.

May be changing Feats, Special Abilities to have a tag field that could have a list of potential expected values that could be looked for and then have the equipping code look for those within each feat/class ability and modify what is placed within the action tab based on what it finds. I think I like this best. Having {STR} though I think would also be very very useful.

I think this might be a theoretical question that you should not overcomplicate.
If you are building a character that is supposed to be attacking you would never have a shield or armor that have armor check penalty to attack.

And do not use effects for weapon finesse. Use its own attack line in the action tab, and for that attack toggle dex to hit instead of base or str.
If you use the effect then other effects like bulls strenght etc would not be correct anymore.

Making effects get information about the relevant stat when doing attack roll is not possible, I do not even think it are possible workarounds. Might be some huge workarounds by applying new effects automatically each round, but it would be messy.


Like I stated, I think you are overcomplicating this with effects. But if you can give a concrete example of exactly what you are trying to do with that specific character, that would actually happen in real play then it is easier to help.

Svandal
April 24th, 2025, 12:44
Hey Kel,

I love these additional effects but also hate you because now I may have to sift through a list of 1000+ spells and recode some, BUT, some questions.
1) For the IFTAG, where does the weapons identifier have to be located for it to be picked up?
2) For distance, can this technically be used to automate weapon ranges? For instance: RANGE:<60; ATK: -4
3) Is there a way for the lifestealing property to heal other amounts than the full damage? For instance, can this be extended to include half dmg dealt, or EVEN healing based on set parameters like CLs. ALSO, could this also heal THP? :O

Have you looked at this extension for applying range penalties automatically.
https://www.fantasygrounds.com/forums/showthread.php?66441-Combat-Modifier-Calculation-Extension

rmilmine
April 26th, 2025, 01:32
I think this might be a theoretical question that you should not overcomplicate.
If you are building a character that is supposed to be attacking you would never have a shield or armor that have armor check penalty to attack.

And do not use effects for weapon finesse. Use its own attack line in the action tab, and for that attack toggle dex to hit instead of base or str.
If you use the effect then other effects like bulls strenght etc would not be correct anymore.

Making effects get information about the relevant stat when doing attack roll is not possible, I do not even think it are possible workarounds. Might be some huge workarounds by applying new effects automatically each round, but it would be messy.


Like I stated, I think you are overcomplicating this with effects. But if you can give a concrete example of exactly what you are trying to do with that specific character, that would actually happen in real play then it is easier to help.

Not theoretical, It was a simple question of if there was a way to get access to something, that rambled a bit as my thought process went along. Yes, I can manually modify each and every item, spell or ability that is added to a character, based upon the other items, spells or abilities the character has, but it would be better if this was automated. My rambling was about how to do this.
I'm going to explore this as I think it would make using fantasy grounds better.

Kelrugem
April 26th, 2025, 12:05
I just skimmed the posts now a bit, but I think the last open question was about lifestealing (sorry, Asgurgolas; I overlooked your question the last time I wrote here!): Right now I just wanted to check how well it works :) So, now it just heals the full amount of damage; for most of the times it might work well just to have a separate damage roll for the lifestealing if it just heals part of it (but it might disturb stuff like DR, RESIST and so on for which it is important that all damage is done at once)

I will try to update the extension later today so that the warning messages are gone :) (thanks, rmilmine; and also thanks to all helping with the questions! :) )

@rmilmine: Should the nested IFT effect not like the following? IFT: DISTANCE(>=200); ATK: -2; IFT: DISTANCE(>=300); ATK: -2; IFT: DISTANCE(>=400); ATK: -2; IFT: DISTANCE(>=500); ATK: -2; IFT: DISTANCE(>=600); ATK: -2
I am a bit tired, but I think your proposed effect would give high penalties for low ranges :D

But as Svandal said there is an extension handling the range increments of weapons which might be better regarding performances while the general DISTANCE operator is for the kind of stuff which is not covered by the range increment :)

Kelrugem
April 26th, 2025, 23:26
So, I just pushed a new update for the extended automation extensions :) Now they're compatible with the newest FG version :)

Kelrugem
April 27th, 2025, 00:24
Also a patch for the antimagic extension: Better positioning of the global antimagic button, and I updated the icons for the antimagic buttons :)

rmilmine
May 4th, 2025, 01:32
So strange thing with FORTIF.

I have the following two effects on a character.

Legendary Moderate Fortification Bracers of Armor; AC: 1 armor; FORTIF: 50 critical; FORTIF: 50 precision
Deliquescent Gloves; DMG: 1d6 acid,melee

If the character does critical damage to itself the fortification roll is rolled twice.
If the gloves effect is turned off then it only rolls once. It looks like it's rolling once for the weapon and once for the effect for the gloves. I don't really want to have to put the acid damage on each weapon the character might use.
64285

Kelrugem
May 4th, 2025, 11:47
So strange thing with FORTIF.

I have the following two effects on a character.

Legendary Moderate Fortification Bracers of Armor; AC: 1 armor; FORTIF: 50 critical; FORTIF: 50 precision
Deliquescent Gloves; DMG: 1d6 acid,melee

If the character does critical damage to itself the fortification roll is rolled twice.
If the gloves effect is turned off then it only rolls once. It looks like it's rolling once for the weapon and once for the effect for the gloves. I don't really want to have to put the acid damage on each weapon the character might use.
64285

Thanks for the report :)

Yeah, that was always like this, fortification is rolled independently for each separate source of damage. I actually think this is how the rules work, right? I remember that I was thinking a long time about that and the rules themselves sadly do not really clarify what happens in that case. However, for example if one has a crit and a sneak attack at the same time, then I think the fortif roll is also rolled separately and this is why I coded it like that. I hope this is how the rules should work :D There is also a note about that on the forge page :) (I think)

Coding-wise: The current solution was the easiest one, otherwise it might get tricky because I have to collect all damage dice which are affected by fortif, then only roll fortif once. (which is okay) Once there is a crit and a sneak attack it becomes extra tricky if fortif has to be rolled separately. Even more so if the fortif effects for different damage dice have different percentage numbers; at latest then I have to roll separate fortif rolls
However: The problem only really arises because FORTIF right now accepts all damage types and arbitrary numbers; for supporting effects I am not aware of, but also for supporting homebrew. So, I could adjust it, but I certainly would need to think about how to do that, certainly needs some further if-clauses checking whether some damage die of the same type is already registered for Fortif (if yes, then group them, otherwise set up a separate fortif roll). Alternatively I could stick very closely to the rules and only allow FORTIF: X critical; FORTIF: X precision (so, only critical and precision damage for the same percentage X), because then I can just manually handle the small number of possible situations :)

But it is also years ago that I coded that, so I would need read the code again :D

Asgurgolas
May 4th, 2025, 14:18
as far as I know (in 3.5) critical and precision in Fortification are considered pretty much the same: if you crit a sneak attack you roll the % once for both and go for either all or nothing, but "as long as it works I can easily 'homebrew' things to work out separately" :P

Kelrugem
May 4th, 2025, 17:15
as far as I know (in 3.5) critical and precision in Fortification are considered pretty much the same: if you crit a sneak attack you roll the % once for both and go for either all or nothing, but "as long as it works I can easily 'homebrew' things to work out separately" :P

Oh, I see :D Well, I am also leaning towards "homebrewing" that part; more rolls, more fun :D

Phixation
May 4th, 2025, 18:22
Hello Kel, just dropping my 2 cents here. couple of thoughts here. 1) make an option in the menu to use either option? a PER/ALL button to determine how FORTIF is applied. 2) can we get it to ignore anything that doesnt have at least a crit multipler of 2? because in the above example, the gloves should not have rolled against FORTIF at all since the damage from the gloves cant be multiplied by the crit. just thoughts. :D

rmilmine
May 4th, 2025, 19:25
From what I see in Pathfinder there are a several different fortifications, but they all use the same basic rules.

Armor/shield Fortification
This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The chance is 25% for light fortification, 50% for moderate fortification, and 75% for heavy fortification.

Legendary Fortification
When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage.

All of the other ways of getting fortification generally say that it works like the armor fortification.
So there is a fortification that costs a point, but does a complete stop and then there is one that does it on a set type of percentage.

I also found this on just this topic, https://paizo.com/threads/rzs2mn8i?Coup-de-grace-vs-Armor-Fortification
I think the check should probably go before the dice are even rolled not after. If the fortification roll is a success then you roll damage as if no critical and/or sneak attack happened.

The coding for this would be more complex, as you would have to abort part of the damage roll that is passed right at the top, but it's probably cleaner in play.
Player rolls to hit and gets a critical.
Player clicks damage roll. All damage dice and modifiers are collected on one place.
Now it needs to look to see if there is critical and/or precision damage and if there is, then look at the target of the damage and see if the target has fortification.
If the target of the damage has fortification then roll once for their fortification.
If the fortification roll is a success then a new dice table is created with just the base damage (dice plus modifiers), this means the critical and sneak attack are effectively being removed.
Once we have that out of the way it then rolls the damage dice as it currently does.

Kelrugem
May 4th, 2025, 19:30
Hello Kel, just dropping my 2 cents here. couple of thoughts here. 1) make an option in the menu to use either option? a PER/ALL button to determine how FORTIF is applied. 2) can we get it to ignore anything that doesnt have at least a crit multipler of 2? because in the above example, the gloves should not have rolled against FORTIF at all since the damage from the gloves cant be multiplied by the crit. just thoughts. :D

Thanks :D

Oooooh, I didn't even think about the fact that the effect should not be touched by the crit! I am pretty sure that I didn't touch how crits are handled and effects should not have a crit mod of x2! And indeed, check the screenshot: The crit "damage" of the glove is 0! I just checked, the effects accidentally "crit" with 0 damage. So, the fortification roll in that case is even useless... :D That is at least easy to fix: I simply do not let fortif roll if there is 0 damage already (and I thought I already did that)

However, I wondered: Why does FG actually add a critical "damage" for the effects which are actually not affected? So, I now tested FG without any extension, and tadaa: FG started to add "0-crit damage" stuff to effects! My fortif code sees everything with "critical" as damage type and thus the second roll. So, rmilmine, you actually found what I would not necessarily call a bug but unneeded clustering of the chat message. Do you want to report that to Smiteworks? If Smiteworks removes the unneeded crit "0-die" for effects which are not affected by crits, then at least at your situation you will not see the second fortif roll anymore because the fortif effect will certainly not get triggered anymore

(But I will still add a handle that fortif effects are ignored for "0-damage". This would also fix your situation, but the 0-damage chat text is still unnecessary and I do not know why that got added; maybe accidentally)

About the option: Thanks for the suggestions, Phixation :) I will see whether I will revisit that part that soon; the fortif code is a bit lengthy and I would need to take some time to get into it :)

rmilmine
May 4th, 2025, 21:53
Thanks :D

However, I wondered: Why does FG actually add a critical "damage" for the effects which are actually not affected? So, I now tested FG without any extension, and tadaa: FG started to add "0-crit damage" stuff to effects! My fortif code sees everything with "critical" as damage type and thus the second roll. So, rmilmine, you actually found what I would not necessarily call a bug but unneeded clustering of the chat message. Do you want to report that to Smiteworks? If Smiteworks removes the unneeded crit "0-die" for effects which are not affected by crits, then at least at your situation you will not see the second fortif roll anymore because the fortif effect will certainly not get triggered anymore

(But I will still add a handle that fortif effects are ignored for "0-damage". This would also fix your situation, but the 0-damage chat text is still unnecessary and I do not know why that got added; maybe accidentally)

About the option: Thanks for the suggestions, Phixation :) I will see whether I will revisit that part that soon; the fortif code is a bit lengthy and I would need to take some time to get into it :)

I'll see about reporting this, and point to your post.
Is it possible it's doing this with the gloves because of the acid,melee?

rmilmine
May 4th, 2025, 22:33
Bug sent see what they say,

Kelrugem
May 4th, 2025, 22:38
I'll see about reporting this, and point to your post.
Is it possible it's doing this with the gloves because of the acid,melee?

I only tested acid extra damage and had the same issue :)

Thanks a lot for writing the report! :)

rmilmine
May 5th, 2025, 00:17
I only tested acid extra damage and had the same issue :)

Thanks a lot for writing the report! :)

Check out this result.

I put two effects on the character and did a crit. This results is interesting.

64289

So I think I unstand sort of what it is doing here.

[Effects 2d6+2] is completely wrong, it should be 2d6+1.
[Type: slashing (1d8+5)] base damage
[Type: slashing,critical (1d8+5)] is the damage rolled for the weapons critical.
[Type: acid (1d6+1)] base damage for the effect.
[Type: acid,critical (1)] It's doing critical damage off the +1.
[Type: fire (1d6)] base damage for the second effect.
[type: fire,critical (0)] no + after the dice so 0.

It's doing a critical on the part after the dice, and only that part.

Kelrugem
May 5th, 2025, 10:57
Check out this result.

I put two effects on the character and did a crit. This results is interesting.

64289

So I think I unstand sort of what it is doing here.

[Effects 2d6+2] is completely wrong, it should be 2d6+1.
[Type: slashing (1d8+5)] base damage
[Type: slashing,critical (1d8+5)] is the damage rolled for the weapons critical.
[Type: acid (1d6+1)] base damage for the effect.
[Type: acid,critical (1)] It's doing critical damage off the +1.
[Type: fire (1d6)] base damage for the second effect.
[type: fire,critical (0)] no + after the dice so 0.

It's doing a critical on the part after the dice, and only that part.

I see, it probably wants to double constant bonusses, and still lists a 0 if there is no extra bonus :) So, technically not wrong, but it really clutters the chat and I first didn't notice it :D I certainly have to add some handle to ignore 0 damage bonusses.

Asgurgolas
May 5th, 2025, 18:21
Say I have a character with a series of effects saying "DMG: 2d6 precision" (maybe sneak attack) "DMG: 2d8 precision" (perhaps a spell or a class ability), then "DMG: 2d10 critical" (a weapon's special ability) and "DMG: 2d8 critical" (let's say a feat).

As I roll damage for a critical hit, I see the fortification roll being rolled thrice (which leads to see "you stab the dragon precisely in the heart (Critical hit and damage), altough it seems it has scales there too (sneak attack damage negated). Still, your weapon is enchanted to deal more damage on critical and yet it didn't seem to work (critical instance negated), but anyway you know what you're doing so you still manage to pierce it somehow (secondary precision damage not negated)

XD

rmilmine
May 5th, 2025, 19:45
So it's not applying a arbitrary x2. It's using the crit multiplier of the weapon to the effects.
I made the weapon a x3 and the +3 and +2 from the two effects I have on the combat tracker were multiplied by 3.
64292
64293
64291

I'm pretty sure the reason for the way it is doing it is because things that add a single point or two of damage would be multiplied by the crit multiplier of the weapon.
Power Attack and Weapon Specialization.
Nothing that I can think of that adds a die of any type or amount is multiplied by the weapon.
What's different is that if there is a crit and there is just dice it is passing 0 as a crit causing the code for Fortification to roll and negate the dice damage.
At least I think it is negating the dice damage. need to test that part more.

Rhydion
May 7th, 2025, 18:01
Hi Kel, it's me again. I swear I only come to you with bad news XD

Two things currently having an issue with, one I know is in your remit but not sure about the other at present:

Issue #1: Custom weapons losing set bonuses and defaulting to nil. I have custom sword #1 and when adding the weapon to a character sheet the correct bonuses are being set. However, at random periods, Attack bonus, Damage bonus, Crit range and crit multiplier are also reset to nil/default. I cannot seem to recreate this at will as it seems to happen randomly and without warning. Something is giving me a gut feeling its a bmos issue but I could be wrong.

Issue #2: Remember the IF: Bloodied pathfinder issue I reported? I know you said it was patched out, but sadly, it is still happening in PF1. Its that same nasty syntax error, for reference, here is the code used: Dead Dodge; IF: Bloodied; AC: [DEX] luck /// Only triggers when placed on a character, bloodied or not.
As a chilling reminder here is the error log: https://gyazo.com/db954f21298301ac7be34b82cb4a055e

I wish I could be of more help at least with the first issue. If I figure anything out I will let you know!

rmilmine
May 7th, 2025, 21:30
I see, it probably wants to double constant bonusses, and still lists a 0 if there is no extra bonus :) So, technically not wrong, but it really clutters the chat and I first didn't notice it :D I certainly have to add some handle to ignore 0 damage bonusses.

I think it is wrong. If I have an effect that adds simple number +n and it wants to multiply it by the weapon crit multiplier I'm fine with that as that is probably fine for all or almost all situations, but a ndn+n should not have just part of it multiplied by a critical multiplier. It should in that case be an all or nothing.

On another note I put in a bug report off of the bug report page for fantasy grounds that I found here (https://fantasygroundsunity.atlassian.net/servicedesk/customer/portal/1/create/6) and was told to put a bug report in the forum for the 3.5/pathfinder ruleset. So I did that here (https://www.fantasygrounds.com/forums/showthread.php?69660-Official-3-5e-Bug-Report-Thread&p=743543&viewfull=1#post743543).

No response as of yet.

Kelrugem
May 8th, 2025, 12:11
Say I have a character with a series of effects saying "DMG: 2d6 precision" (maybe sneak attack) "DMG: 2d8 precision" (perhaps a spell or a class ability), then "DMG: 2d10 critical" (a weapon's special ability) and "DMG: 2d8 critical" (let's say a feat).

As I roll damage for a critical hit, I see the fortification roll being rolled thrice (which leads to see "you stab the dragon precisely in the heart (Critical hit and damage), altough it seems it has scales there too (sneak attack damage negated). Still, your weapon is enchanted to deal more damage on critical and yet it didn't seem to work (critical instance negated), but anyway you know what you're doing so you still manage to pierce it somehow (secondary precision damage not negated)

XD

hehe, I see the problem with RP-interpretations! :D I will see :) Not that high in my priority right now :D


I think it is wrong. If I have an effect that adds simple number +n and it wants to multiply it by the weapon crit multiplier I'm fine with that as that is probably fine for all or almost all situations, but a ndn+n should not have just part of it multiplied by a critical multiplier. It should in that case be an all or nothing.

On another note I put in a bug report off of the bug report page for fantasy grounds that I found here (https://fantasygroundsunity.atlassian.net/servicedesk/customer/portal/1/create/6) and was told to put a bug report in the forum for the 3.5/pathfinder ruleset. So I did that here (https://www.fantasygrounds.com/forums/showthread.php?69660-Official-3-5e-Bug-Report-Thread&p=743543&viewfull=1#post743543).

No response as of yet.

Thanks! I hope they adjust it :)


Hi Kel, it's me again. I swear I only come to you with bad news XD

Two things currently having an issue with, one I know is in your remit but not sure about the other at present:

Issue #1: Custom weapons losing set bonuses and defaulting to nil. I have custom sword #1 and when adding the weapon to a character sheet the correct bonuses are being set. However, at random periods, Attack bonus, Damage bonus, Crit range and crit multiplier are also reset to nil/default. I cannot seem to recreate this at will as it seems to happen randomly and without warning. Something is giving me a gut feeling its a bmos issue but I could be wrong.

Issue #2: Remember the IF: Bloodied pathfinder issue I reported? I know you said it was patched out, but sadly, it is still happening in PF1. Its that same nasty syntax error, for reference, here is the code used: Dead Dodge; IF: Bloodied; AC: [DEX] luck /// Only triggers when placed on a character, bloodied or not.
As a chilling reminder here is the error log: https://gyazo.com/db954f21298301ac7be34b82cb4a055e

I wish I could be of more help at least with the first issue. If I figure anything out I will let you know!

Thanks for the reports! :)

Did you only test with my extension? Because it is certainly an issue with one of bmos's extension which I still need to fix. I think ammunition manager or so? Something related to items. Usually this data gets reverted to nil if one reloads the campaign, and someone found out that it is one of bmos's extension

Oki, that is actually a different stack overflow issue! Did you replicate that just with my extension? Strange that there is an overflow issue with the string or utility manager, but certainly different than what I fixed back then :D

Rhydion
May 10th, 2025, 18:42
Thanks for the reports! :)

Did you only test with my extension? Because it is certainly an issue with one of bmos's extension which I still need to fix. I think ammunition manager or so? Something related to items. Usually this data gets reverted to nil if one reloads the campaign, and someone found out that it is one of bmos's extension

Oki, that is actually a different stack overflow issue! Did you replicate that just with my extension? Strange that there is an overflow issue with the string or utility manager, but certainly different than what I fixed back then :D

Ah if you hasn't fixed the bmos stuff yet, as I thought you had, then that would be why :P I swear you did it, but am obviously mistaken XD

I will do some more testing with the latter once I find some spare time, probably tomorrow XD

Kelrugem
May 11th, 2025, 12:02
Ah if you hasn't fixed the bmos stuff yet, as I thought you had, then that would be why :P I swear you did it, but am obviously mistaken XD

I will do some more testing with the latter once I find some spare time, probably tomorrow XD

hehe, no worries :D

Yeah, my time management is difficult :D I am actually much more active in FG now, but now I run many more campaign sessions, so I need most of my time preparing my campaigns :) I try to look at bmos's code, but reading someone else's code takes a bit of time I realized :D

Kelrugem
May 17th, 2025, 13:29
FG got updated to address the problem rmilmine discovered :)

So, I updated my extensions, too, to include this patch :)

rmilmine
June 8th, 2025, 15:31
So I have the following effect:

Air Supremacy; SKILL: 2 [d5CL] fly

The Spell Class this is in has a caster level of 1. I also tried with a CL of 5 with the same result.
So this should have a value of 2 instead the [d5CL] is left as is,
I removed all extensions except this one and the advanced character sheet and it still does this.

rmilmine
June 8th, 2025, 15:53
On Feature: Extended automation and overlays (https://forge.fantasygrounds.com/shop/items/1/view) I found the following: DISTANCE ([= OR = OR OR OR =][range])
Should this not be, DISTANCE ([< OR > OR = OR <= OR >=][range])?
It looks to me like the < and > are being filtered out.

Kelrugem
June 8th, 2025, 23:53
So I have the following effect:

Air Supremacy; SKILL: 2 [d5CL] fly

The Spell Class this is in has a caster level of 1. I also tried with a CL of 5 with the same result.
So this should have a value of 2 instead the [d5CL] is left as is,
I removed all extensions except this one and the advanced character sheet and it still does this.

Did you apply the effect from the character sheet? :) It is important that it comes from the sheet to make it work :)

Thanks also about the forge page: Indeed, the < > stuff gets filtered out, but soxmax told me how to force it (with slightly different characters). But I was also told that they may update the forge pages to account for such characters :)

rmilmine
June 9th, 2025, 21:53
On Feature: Extended automation and overlays (https://forge.fantasygrounds.com/shop/items/1/view) I found the following: DISTANCE ([= OR = OR OR OR =][range])
Should this not be, DISTANCE ([< OR > OR = OR <= OR >=][range])?
It looks to me like the < and > are being filtered out.

For < you use &lt;
For > you use &gt;

And yes I had it loaded in a spell class on the action tab. Before that i had it on the class feature that gave it, which cl made no sense since there is no cl. We need a class level tag that include the class name that is on the character. Could work like a if custom or if tag with free form text being looked up in the classes list of the character sheet.
I think that is my next project.

Kelrugem
June 11th, 2025, 10:55
For < you use &lt;
For > you use &gt;

And yes I had it loaded in a spell class on the action tab. Before that i had it on the class feature that gave it, which cl made no sense since there is no cl. We need a class level tag that include the class name that is on the character. Could work like a if custom or if tag with free form text being looked up in the classes list of the character sheet.
I think that is my next project.

Thanks! I will try that out :)

And also thanks for the report, then I will check those effects, there may be indeed a bug :)

(and nice idea with a sheet wide tag!)

rmilmine
June 11th, 2025, 17:16
Not sure where the bug is for what I've found.

I have the following effects:

IFT: nodex; Sneak Attack; DMG: 1d6 precision
NIF: CUSTOM(Sneak Attack); IF: CUSTOM(flanking); DMG: 1d6 precision

Now these work for some status effects that a character looses dex bonus but not all of them.

I'm using two things for testing these
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects
https://aonprd.com/Rules.aspx?ID=413

I don't see any mention of dex loss on the fantasy grounds status effect list, but it's there on the aon status effects.
So aon has the following status effects loosing dex.
Blinded, Cowering, dying, Flat-footed, Helpless, Invisible(target losses dex bonus if attacker is invisible), Pinned, Stable, Stunned, Unconscious

The above status effects that work with IFT: nodex;
Blinded, Flat-footed, Helpless, pinned, stunned, Unconscious

The above status effects that don't work with IFT: nodes;
Cowering, Dying, Invisible, Stable

Comments:
Cowering says "A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)." So it should be loosing it's dex for nodex to detect, but the Cowering in the documentation for fantasy grounds, only mentions the -2 to AC. So not sure on this one where the bug is.
Dying and Stable. There are feats that can keep someone awake when dying, so I guess these work correctly as it's the Unconscious status that is working. This means that a dying or stable individual would also have to have Unconscious put on them to be accurate.
Invisible is a tough one it's the attacker that is invisible, but the defender looses it's dex. Again I don't know if Invisible is taking away dex from the target or not, and don't know if the bug if there is one is in the status effect or in IFTL nodex?

Thoughts?

EndingPop
June 12th, 2025, 18:28
Can someone explain what the use case for the ACCURACY damage tag is? I'm really not clear on it. One use case we're trying to figure out is the ability to have a sneak attack effect that the PC would apply in addition to their normal weapon damage, but have it ignore things like crits and empower (we have a Kineticist in our party). Can this tag be used to do that?

rmilmine
June 13th, 2025, 02:46
Can someone explain what the use case for the ACCURACY damage tag is? I'm really not clear on it. One use case we're trying to figure out is the ability to have a sneak attack effect that the PC would apply in addition to their normal weapon damage, but have it ignore things like crits and empower (we have a Kineticist in our party). Can this tag be used to do that?

For pathfinder you use precision for the damage type and and get a crit any damage the character does that is damage type precision will be ignored when applied to the target.
I'm not sure what the ACCURACY tag.

I found this on the extensions documentation:

The third new modifier button is Accuracy in the "Damage" category. This is similar to the opportunity button but with respect to damage rolls. The DMG(S) effects now allow a third descriptor, accuracy, and pressing that modifier button or the Ctrl key will activate such damage effects. For example, use DMG: d6 precision, accuracy, and let your rogue press Ctrl or the accuracy modifier button in order to activate such effects.
and

opportunity and accuracy: These restrict the effect just to atttacks of opportunity and accuracy damage rolls (see above), respectively.

This must be something for 3.5E and not pathfinder as I've no idea what an accuracy damage roll is.

Asgurgolas
June 13th, 2025, 12:24
Accuracy damage roll.. basically it's a shortcut for sneak attacks and such. Instead of stacking conditionals on top of each other (such as "IFT: nodex; DMG: 1d6 precision" or even "IF: invisible; NIFT: truesight; and "NIFT: nodex; IF: CUSTOM (flanking); DMG. 1d6 accuracy" and so on until you manage to automate it, you just let on the tracker "DMG: 1d6 precision, accuracy" and when you know you can land a sneak attack you just roll your damage normally, but while holding the CTRL key


"DMG: 1d6 precision, accuracy" and pressing CTRL while rolling for damage is ways ways shorter (and lighter on FGU's processing) than 3-4-5 effects that need to concatenate, keep working and yet not to conflict each other

Kelrugem
June 15th, 2025, 15:15
Not sure where the bug is for what I've found.

I have the following effects:

IFT: nodex; Sneak Attack; DMG: 1d6 precision
NIF: CUSTOM(Sneak Attack); IF: CUSTOM(flanking); DMG: 1d6 precision

Now these work for some status effects that a character looses dex bonus but not all of them.

I'm using two things for testing these
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects
https://aonprd.com/Rules.aspx?ID=413

I don't see any mention of dex loss on the fantasy grounds status effect list, but it's there on the aon status effects.
So aon has the following status effects loosing dex.
Blinded, Cowering, dying, Flat-footed, Helpless, Invisible(target losses dex bonus if attacker is invisible), Pinned, Stable, Stunned, Unconscious

The above status effects that work with IFT: nodex;
Blinded, Flat-footed, Helpless, pinned, stunned, Unconscious

The above status effects that don't work with IFT: nodes;
Cowering, Dying, Invisible, Stable

Comments:
Cowering says "A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)." So it should be loosing it's dex for nodex to detect, but the Cowering in the documentation for fantasy grounds, only mentions the -2 to AC. So not sure on this one where the bug is.
Dying and Stable. There are feats that can keep someone awake when dying, so I guess these work correctly as it's the Unconscious status that is working. This means that a dying or stable individual would also have to have Unconscious put on them to be accurate.
Invisible is a tough one it's the attacker that is invisible, but the defender looses it's dex. Again I don't know if Invisible is taking away dex from the target or not, and don't know if the bug if there is one is in the status effect or in IFTL nodex?

Thoughts?

Thanks! I will check out what effects the nodex is checking again :) Sorry for the delay in handling these problems, my laptop crashed on Friday and now I am moving all my data to my computer and so on

Indeed, the accuracy tag is for designating damage types which are only applied when the accuracy modified button or CTRL is pressed. That is not a 3.5e thingy just my own "labelling invention" to have a quick way to tell FG when to allow stuff like sneak attack as Asgurgolas explained :) (thanks!)
Basically like "opportunity" but only for precision damage, but to avoid problems with existing code for precision damage I gave it a new name and it allows to let you define what you want to handle with accuracy :)