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bmos
July 24th, 2020, 22:37
This extension calculates and tracks the hardness, hitpoints, and damaged state of items.

Extension Homepage, README, and Codebase (https://github.com/bmos/FG-PFRPG-Item-Durability)
FantasyGrounds Forge (https://forge.fantasygrounds.com/shop/items/28/view)
Ext Files and Changelog (https://github.com/bmos/FG-PFRPG-Item-Durability/releases)
License Information (https://github.com/bmos/FG-PFRPG-Item-Durability/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Item-Durability/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports). To ensure you're kept informed of future updates, either subscribe to that thread (for updates to all my extensions) or create a GitHub account and follow the specific repository of each extension you use. Or just check the releases linked in the first post of the thread periodically.

Kelrugem
July 24th, 2020, 22:44
This extension adds hardness, hitpoints, and damage boxes to item sheets. Damage rolled can be dragged to the item damage field to have hardness subtracted and the damaged added to the previous field contents. If the damage is energy damage, it is divided in half before removing hardness.

Extension Homepage (https://github.com/bmos/FG-PFRPG-Item-Durability)
Download (https://github.com/bmos/FG-PFRPG-Item-Durability/releases)
License Information (https://github.com/bmos/FG-PFRPG-Item-Durability/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Item-Durability/issues)

If you find this extension of value and would like to contribute to my work, please consider joining my Patreon (https://www.patreon.com/bmos).

Uuh, nice, thanks :) Does it also make a difference in what type of energy is used? (it is not always halved, depending on energy type) Or is this maybe just a 3.5e thing to treat different energy types differently for such a thing? :D (I slowly learn the slight differences! ;) )

bmos
July 24th, 2020, 23:04
Uuh, nice, thanks :) Does it also make a difference in what type of energy is used? (it is not always halved, depending on energy type) Or is this maybe just a 3.5e thing to treat different energy types differently for such a thing? :D (I slowly learn the slight differences! ;) )https://www.d20pfsrd.com/equipment/damaging-objects/#TOC-Energy-Attacks
Half damage, subject to GM discretion.

For the time being, just drag energy damage on twice if it should bypass.
I'm also all ears to suggestions about how I could parse for material (seems nearly impossible to me). Or suggestions about how to make a UI for bypassing the halving.
It would also work to just hold down the keyboard shortcut when dragging the damage instead of having this halving code, but--since the game's default behavior is supposed to be halving--I thought the code should default to that as well.

Kelrugem
July 24th, 2020, 23:14
https://www.d20pfsrd.com/equipment/damaging-objects/#TOC-Energy-Attacks
Half damage, subject to GM discretion.

For the time being, just drag energy damage on twice if it should bypass.
I'm also all ears to suggestions about how I could parse for material (seems nearly impossible to me). Or suggestions about how to make a UI for bypassing the halving.
It would also work to just hold down the keyboard shortcut when dragging the damage instead of having this halving code, but--since the game's default behavior is supposed to be halving--I thought the code should default to that as well.

Ah, also caring about obejct types would be certainly a mammoth task, and probably needs some scientific work first :D

I was basically refering to the 3.5e rules, and, indeed, it is seemingly different to PF1:

Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.
But of course you do not need to add that :) But, just in case, you could use the PF variable stored in CommonData to make a distinction between both rulesets in the damage calculation :)

bmos
July 24th, 2020, 23:20
Ah, also caring about obejct types would be certainly a mammoth task, and probably needs some scientific work first :D

I was basically refering to the 3.5e rules, and, indeed, it is seemingly different to PF1:

But of course you do not need to add that :) But, just in case, you could use the PF variable stored in CommonData to make a distinction between both rulesets in the damage calculation :)Oh, I can definitely add that soon! :)

Kelrugem
July 24th, 2020, 23:24
Oh, I can definitely add that soon! :)

cool, thank you very much :)

Asgurgolas
July 25th, 2020, 02:42
Any known conflicts with existing extensions? (just askin')

Zygmunt Molotch
July 25th, 2020, 04:19
Any known conflicts with existing extensions? (just askin')

that's why us lucky sods are here :D

Notes 2020-7-25:

- Colour coding of damage doesn't come through on my end
- neither does dragging a damage roll from the chat window to an item (whether locked or unlocked)
- DMG/hardness/HP on items, can be mouse-wheeled negative...

Question:
- Is this intended to take the broken condition/use it/implement it on weapons and armor? (because it doesn't at the moment, but if it did, that would be brilliant)

moongleam
July 25th, 2020, 11:19
First, thanks to Bmos for this useful extension.

I am running 3.5 campaign and I have stumbled upon this extension so I downloaded it and tried to activate it. Unfortunately, it wasn’t there.
Ok, it makes sense. It is for PFRPG. So, I checked file of extension and found small mistake.

I don’t know for all of you guys but if you write 3.5e (with a small “e”) in extension declaration, FGU does not see it.

To wrap up. Just change 3.5e to 3.5E and it works!

Maybe this was strange case but now I have options for item HP, Durability and damage.

Can any of you confirm similar experience?
If it is global case can Bmos repair his extension?

PS
Btw I love your extension Bmos and hope there will be more in the future. I am so happy that creators like you still care about PFRPG/3.5.

bmos
July 25th, 2020, 12:17
First, thanks to Bmos for this useful extension.

I am running 3.5 campaign and I have stumbled upon this extension so I downloaded it and tried to activate it. Unfortunately, it wasn’t there.
Ok, it makes sense. It is for PFRPG. So, I checked file of extension and found small mistake.

I don’t know for all of you guys but if you write 3.5e (with a small “e”) in extension declaration, FGU does not see it.

To wrap up. Just change 3.5e to 3.5E and it works!

Maybe this was strange case but now I have options for item HP, Durability and damage.

Can any of you confirm similar experience?
If it is global case can Bmos repair his extension?

PS
Btw I love your extension Bmos and hope there will be more in the future. I am so happy that creators like you still care about PFRPG/3.5.
I actually noticed this last night when I started testing an energy attack fix for Kelrugem and just haven't pushed new versions yet, but thanks! I was so close and yet so far hehe
Really glad you enjoy the extension. I've tried 5e and some other systems and there like plenty that do things better, but Pathfinder is so 'done' feeling that I just had to come back.
3.5E/PF1e forever!

Asgurgolas
July 25th, 2020, 12:28
that's why us lucky sods are here :D

Thing is, it doesn't work for me. No item has a "hp/hardness" field of any sort (and I browsed alot of them), I tried to disable another extension I have on items (the custom item generator), but the problem persists. So I asked :P

moongleam
July 25th, 2020, 12:48
Thing is, it doesn't work for me. No item has a "hp/hardness" field of any sort (and I browsed alot of them), I tried to disable another extension I have on items (the custom item generator), but the problem persists. So I asked :P

Did you try to unlock the item. I also did not see anything until unlock.
Then you have fields to entry values and then they appear in the item description.

bmos
July 25th, 2020, 13:08
Any known conflicts with existing extensions? (just askin')
See the compatibility section of the readme (on the extension homepage) (https://github.com/bmos/FG-PFRPG-Item-Durability/blob/master/README.md). Each extension has a lot of good info in the readme (hence the name hehe).
TO summarize: it probably is not compatible with more, but I know for a fact that it breaks rmilmine's extensions (since we both modify item_main). I think I can fix this eventually.


- Colour coding of damage doesn't come through on my end
- neither does dragging a damage roll from the chat window to an item (whether locked or unlocked)
- DMG/hardness/HP on items, can be mouse-wheeled negative...

Question:
- Is this intended to take the broken condition/use it/implement it on weapons and armor? (because it doesn't at the moment, but if it did, that would be brilliant)
I restricted those fields to positive numbers, will be included in next update.
The color coding (it should be orange if damage is 33% or greater of item hp, red if 66% or greater of item hp, and grey if equal to item hp) and damage are handled by item_main which is modified by a number of different popular extensions including rmilmine's. I would assume you're using it with another extension that is blocking my script from running (which does still add the fields for manual use).

Adding the broken condition effects is definitely on the to-do list, but isn't implemented yet.



Thing is, it doesn't work for me. No item has a "hp/hardness" field of any sort (and I browsed alot of them), I tried to disable another extension I have on items (the custom item generator), but the problem persists. So I asked :PDid you try to unlock the item. I also did not see anything until unlock.
Then you have fields to entry values and then they appear in the item description.Hardness and HP are both hidden unless they have values entered. Damage is hidden unless HP has a value entered.
EDIT: wow, nesting quotes works! neat!

bmos
July 25th, 2020, 13:45
Try this new version :)

https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.0.1

Zygmunt Molotch
July 25th, 2020, 14:27
OK I was using both the

Customized Item Generator for 3.5E and Pathfinder
and
PFRPG - enhanced Items
Test 1:
with both of these

no colour hp, the boxes aren't locked (even when item is locked) and can't be made negative with v1.0.1

I will now try one by one with v1.0.1

Test 2:

Ok with ONLY the Customised Item Generator v1.0.2 and your v1.0.1

the boxes cannot be made negative, but no colouration of the fields

Test 3:
with your v1.0.1 and the PFRPG - enhanced Items

Same, fields are editable (item locked or unlocked, and no colouration of damage field)

Test 4:

durability v1.0.1 , yep, it works in isolation

hmm, so it's conflicting maybe with those two somehow

I don't know if this helps :D but i'll write it anyway!

yes, it says in the readme! I'm always forgetting to read that! :D

dellanx
July 25th, 2020, 22:19
This is a great extension indeed! Thank you "bmos"!

Here is a question, is it possible to turn it on and off by the GM?

Some items like some Artifacts and Magus "Black Blade" can't be destroyed for the most part.

Again, Thanks!

bmos
July 26th, 2020, 11:40
This is a great extension indeed! Thank you "bmos"!

Here is a question, is it possible to turn it on and off by the GM?

Some items like some Artifacts and Magus "Black Blade" can't be destroyed for the most part.

Again, Thanks!Do you mean disabling it for a specific item?
I think that would be done by just leaving HP and hardness blank/empty, as this removed the damage box (so you can't damage the item).

bmos
July 26th, 2020, 11:47
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.1.0

This is new functionality that I have tried to test comprehensively, but I'm sure you will all find interesting ways that it's broken :D
Enjoy and please pass along any script errors or other issues/bugs you find.

bmos
July 26th, 2020, 19:10
I figured this would be harder... 7 hours later it's pretty much done (other than fixing whatever bugs I haven't found yet).
Thanks to dellanx (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions&p=529325&viewfull=1#post529325) for the ideas and motivation :)

EDIT: I had a typo; it was working for armor and items but not weapons.
Here is latest version:
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.1

EDIT 2: I added almost all the other material types!
Here is latest version:
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.2

Zygmunt Molotch
July 27th, 2020, 04:06
cool!

since it now works with Enhanced Items, what are the chances it will work with rmilmine's Customised Item Generator in the future/what's required?

bmos
July 27th, 2020, 11:21
cool!

since it now works with Enhanced Items, what are the chances it will work with rmilmine's Customised Item Generator in the future/what's required?Is it working with Enhanced Items now? I don't think it should be but that's great if it is!

The issue with these extensions is that we both replace a certain file (item_main.lua). To make them compatible, I would need to make my extension load after those and then modify that file to pass along the right stuff if others are loaded. Similar to what rmilmine had to do to facilitate Enhanced Items.

Zygmunt Molotch
July 27th, 2020, 11:59
Is it working with Enhanced Items now? I don't think it should be but that's great if it is!

The issue with these extensions is that we both replace a certain file (item_main.lua). To make them compatible, I would need to make my extension load after those and then modify that file to pass along the right stuff if others are loaded. Similar to what rmilmine had to do to facilitate Enhanced Items.

ah, It may not be :D I was but it might not

yeah, I can see the difference in documentation... !

changing load order, does that mess any other dependencies up?

dellanx
July 27th, 2020, 12:43
I figured this would be harder... 7 hours later it's pretty much done (other than fixing whatever bugs I haven't found yet).
Thanks to dellanx (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions&p=529325&viewfull=1#post529325) for the ideas and motivation :)

EDIT: I had a typo; it was working for armor and items but not weapons.
Here is latest version:
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.1

EDIT 2: I added almost all the other material types!
Here is latest version:
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.2

Thank you "bmos", very nice. Was playing with a darkwood shield this morning. Used wood for material type, changes hardness and hitpoint based on enhancement bonus. Type: Armor; Subtype: Shields, worked like a charm.

bmos
July 27th, 2020, 13:24
ah, It may not be :D I was but it might not

yeah, I can see the difference in documentation... !

changing load order, does that mess any other dependencies up?Load order doesn't really help, any order results in stuff being broken :)

But I'm figuring it out.

Progress (none of this is released yet):
DONE - Enhanced Items v4
GETTING THERE - Advanced Character Inventory Manager
DONE - Customized Item Generator

bmos
July 27th, 2020, 18:27
There are a few dividers in the UI that show up when they shouldn't, but I think I have it all working :)
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.3.0

dellanx
July 27th, 2020, 21:30
There are a few dividers in the UI that show up when they shouldn't, but I think I have it all working :)
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.3.0

It does not give errors with Customized Item Generator or Enhanced Items extensions. The bonus no longer seem to influence the hardness or hit-points.
38105


Hardness Add +2 for each +1 enhancement bonus of magic items.

hp Add 10 hp for each +1 enhancement bonus of magic items.

The thickness and size working well.

bmos
July 27th, 2020, 21:42
It does not give errors with Customized Item Generator or Enhanced Items extensions. The bonus no longer seem to influence the hardness or hit-points.
38105


Hardness Add +2 for each +1 enhancement bonus of magic items.

hp Add 10 hp for each +1 enhancement bonus of magic items.

The thickness and size working well.Oh, I had not realized this also applies to non-armor.
I will make it effect weapons too :)
I also just finished writing an option to have it delete items when then are destroyed, although the default is still just to unequip it :D

Do you think it should be added before the size multiplier or after?

dellanx
July 27th, 2020, 21:51
Oh, I had not realized this also applies to non-armor.
I will make it effect weapons too :)
I also just finished writing an option to have it delete items when then are destroyed, although the default is still just to unequip it :D

I wonder if it applies to rings? Not sure there. I think my my real life Katana is about 1/4 to 3/8 of an inch thick in the Sori, which is on the back type of the blade, never measured that. I will have to one of these days. The thickness on a European type blade would be in the middle I imagine. Very impressive. I am sure armor has thickness also. I am sure these types of real life figures may be found online. Thank you bmos.

bmos
July 27th, 2020, 22:03
I wonder if it applies to rings? Not sure there. I think my my real life Katana is about 1/4 to 3/8 of an inch thick in the Sori, which is on the back type of the blade, never measured that. I will have to one of these days. The thickness on a European type blade would be in the middle I imagine. Very impressive. I am sure armor has thickness also. I am sure these types of real life figures may be found online. Thank you bmos.

armor doesn't have thickness within the pathfinder rules, it just uses 5x AC bonous (since thickness would be directly related to AC).
I've found that a dagger should be entered as .125" (1/8") and a greatsword should be around .33" (1/3"). These values return approx. the recommended/reference values from Paizo's chart.

do rings get an enhancement bonus?

dellanx
July 27th, 2020, 22:38
armor doesn't have thickness within the pathfinder rules, it just uses 5x AC bonous (since thickness would be directly related to AC).
I've found that a dagger should be entered as .125" (1/8") and a greatsword should be around .33" (1/3"). These values return approx. the recommended/reference values from Paizo's chart.

do rings get an enhancement bonus?

Started to say yes, but then checked and Ring of Protection has a deflection bonus. So I found this (https://www.d20pfsrd.com/magic-items/magic-item-creation/). According to that, the Natural armor bonus on Amulet of Natural armor is enhancement, but the bonus on a Ring of Protection is deflection?

Kelrugem
July 27th, 2020, 22:41
Started to say yes, but then checked and Ring of Protection has a deflection bonus. So I found this (https://www.d20pfsrd.com/magic-items/magic-item-creation/). According to that, the Natural armor bonus on Amulet of Natural armor is enhancement, but the bonus on a Ring of Protection is deflection?

That is something different :) Rings do not provide enhancement bonus to armor (at least I have never seen such a ring, though homebrew might allow that of course)

Magical natural armor is treated as enhancing the existing natural armor, so, it stacks with the natural/native natural armor :) But different sources of magical natural armor do not stack :) so, strictly spoken there are two types of natural armor, natural and natural enhancement. I do not think that bmos meant the latter because enhancement bonus is again something different :) (and only armor, weapons and shields have the enhancement bonus as far as I am aware of)

dellanx
July 27th, 2020, 23:23
That is something different :) Rings do not provide enhancement bonus to armor (at least I have never seen such a ring, though homebrew might allow that of course)

Magical natural armor is treated as enhancing the existing natural armor, so, it stacks with the natural/native natural armor :) But different sources of magical natural armor do not stack :) so, strictly spoken there are two types of natural armor, natural and natural enhancement. I do not think that bmos meant the latter because enhancement bonus is again something different :) (and only armor, weapons and shields have the enhancement bonus as far as I am aware of)

Would an Amulet of Natural Armor +1 (https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/amulet-of-natural-armor/) have an enhancement bonus or natural armor enhancement bonus?

Kelrugem
July 27th, 2020, 23:36
Would an Amulet of Natural Armor +1 (https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/amulet-of-natural-armor/) have an enhancement bonus or natural armor enhancement bonus?

That is an enhancement bonus to natural armor (so, what I'd call natural enhancement bonus, but may be a misleading name, too) :) So, it is an enhancement for the natural bonus, not a general enhancement bonus :)

bmos
July 28th, 2020, 00:39
It doesn't seem very likely that an amulet of natural armor would have greater hardness or hp by nature of it providing that bonus to a wearer.

dellanx
July 28th, 2020, 01:29
It doesn't seem very likely that an amulet of natural armor would have greater hardness or hp by nature of it providing that bonus to a wearer.

That is why that stuff can go poof!

Zygmunt Molotch
July 28th, 2020, 08:50
not sure if intentional, but a lot of items are putting material in the size field..

take a clothing item, for example, Artisan Outfit

drag from items list, into character sheet, size field gets put to Cloth...

bmos
July 28th, 2020, 10:07
not sure if intentional, but a lot of items are putting material in the size field..

take a clothing item, for example, Artisan Outfit

drag from items list, into character sheet, size field gets put to Cloth...

oh no! definitely not intentional.
probably happened when I was changing to title case for compatibility with rmilmine's custom generator.

fixed. new version posted.

dellanx
July 30th, 2020, 10:14
oh no! definitely not intentional.
probably happened when I was changing to title case for compatibility with rmilmine's custom generator.

fixed. new version posted.

For some reason after the update, the item hardness and hithpoints not updating no matter which version I use. I have even turned off enhanced item and custom item generator.

Thanks

bmos
July 30th, 2020, 10:55
For some reason after the update, the item hardness and hithpoints not updating no matter which version I use. I have even turned off enhanced item and custom item generator.

ThanksJust delete the contents of the materials field and it will re-fill with its best guess.
I don't have it set to overwrite data that exists already (because sometimes the guess is wrong :D)

dellanx
July 31st, 2020, 01:50
It is the "PFRPG - Enhanced Items", that extension off for now and all works. Custom Item is working. Perfect.

bmos
July 31st, 2020, 04:43
It is the "PFRPG - Enhanced Items", that extension off for now and all works. Custom Item is working. Perfect.

Oh, i must have broken compatibility with that.
I'll take a look at that sometime, thanks!

EDIT: just tested in classic and it still seems to be compatible, either I have already fixed that in my latest work or there is more to it than just that.

dellanx
August 1st, 2020, 14:30
Oh, i must have broken compatibility with that.
I'll take a look at that sometime, thanks!

EDIT: just tested in classic and it still seems to be compatible, either I have already fixed that in my latest work or there is more to it than just that.

"Got the PFRPG - Enhanced Items 4.21" extension and that fixed it. Thanks!

bmos
August 4th, 2020, 11:39
v1.3.3

Show +/- symbol on enhancement bonus field
Detect wand substance as wood
Allow adamantine weapon damage to bypass hardness as long as hardness < 20
Only calculate hardness, hitpoints, etc for items in a character's inventory
Add logic and information for weapon/armor hp multipliers (adamantine, horaculum, and blood crystal) and flat bonuses (whipwood)
Add extension version to on-load announcement so users can more easily tell if they are up to date

dellanx
August 5th, 2020, 03:48
bmos,

Got this error.

38347

Thanks

bmos
August 5th, 2020, 10:26
bmos,

Got this error.

38347

Thanks

perfect screenshot, thanks :)
I think it is because of the fixed gauntlet damage (no dice).
I'll check it out.

dellanx
August 5th, 2020, 10:28
perfect screenshot, thanks :)
I think it is because of the fixed gauntlet damage (no dice).
I'll check it out.

Oh gosh! You had me at gauntlet ;)

bmos
August 5th, 2020, 10:34
Oh gosh! You had me at gauntlet ;)

3.5E or Pathfinder? Looks like gauntlet is 1d3 bludgeoning, has it been changed manually or is it a special item?

EDIT: Here is the fix (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.3.4), along with a few others I noticed when testing for that one.

dellanx
August 6th, 2020, 04:13
bmos,

The 1.3.3 seems to be doing great, if I drag the damage from the "Text Panel". Just can't drop dies on top of the item.

I do have a questions. +4 mithral agile breastplate has 23 hardness and 70 hitpoints. When damage gets to 35, hitpoints become 35. Is the item destroyed when item reaches 70 damage?

38360

bmos
August 6th, 2020, 11:12
if I drag the damage from the "Text Panel". Just can't drop dies on top of the item.
Yes, you do have to roll in the chat window and then drag the damage to the damage box.
Since the damage rolls could be from a PC, splash damage, etc, I just assumed it would be best/most consistent to set it up that way.


+4 mithral agile breastplate has 23 hardness and 70 hitpoints. When damage gets to 35, hitpoints become 35. Is the item destroyed when item reaches 70 damage?

38360

Definitely not intended behavior! I'll figure out what is causing that. Destruction should occur at 70, broken at 35.
Looks like halving the AC when it's broken is poorly written since the AC is what's used to calculate HP (oops)

Fortunately, I already have it backing up the original information!
So here is a beta build that seems to be fixed (in my testing).
Let me know if it resolves your issue :)

dellanx
August 6th, 2020, 20:38
Damage does not seem to take on the "FG-PFRPG-Item-Durability-v1.3.5-beta.ext" was also getting a Red Ruleset warning message in console.

bmos
August 7th, 2020, 00:00
If you get a chance, can you screenshot that error for me?
Also, Unity or Classic and any details about the item would be great since it's working with everything I've tried it with.

dellanx
August 7th, 2020, 03:49
If you get a chance, can you screenshot that error for me?
Also, Unity or Classic and any details about the item would be great since it's working with everything I've tried it with.

I loaded the Beta, and was able to do damage this 38400. The I closed and loaded again. Got this 38401. After that that item could not be fixed. Reloaded a new "+4 mithral agile breastplate". I got out of FGC and saw more errors, but was not fast enough to get a new screenshot. Will try tomorrow morning.

bmos
August 7th, 2020, 04:37
I loaded the Beta, and was able to do damage this 38400. The I closed and loaded again. Got this 38401. After that that item could not be fixed. Reloaded a new "+4 mithral agile breastplate". I got out of FGC and saw more errors, but was not fast enough to get a new screenshot. Will try tomorrow morning.Thanks, that helped me reproduce the issue.
Closing the program with the item damaged leaves it in a bad spot when it loads it again. For now, don't do that. I'll try to fix soon!

dellanx
August 7th, 2020, 10:36
Thanks, that helped me reproduce the issue.
Closing the program with the item damaged leaves it in a bad spot when it loads it again. For now, don't do that. I'll try to fix soon!

Alright, thanks. I did notice some other issues, I will see if it behaves the same way next time, can't wait to try!

bmos
August 7th, 2020, 23:48
Since I didn't really have a plan going into this extension, I just kept adding things without a clear structure.
This morning before work, I got the core extension rewritten and restructured so it's a lot cleaner.
While it doesn't handle the automatic penalties yet, it does figure out the size, substance, hardness, and hp.
It also supports the dragged damage and color coded reminders of broken/destroyed (although it doesn't unequip/remove the item yet either).

Since I just wrote this today, I'm calling it a beta and just putting it out as an update on progress/for fun.
Rather than calculating automatically once the information is there, it now requires a button click. This is slightly less convenient, but a lot less likely to cause loops (which is what was happening before since so many fields were triggering scripts when edited and the extension itself was editing them a lot).

dellanx
August 8th, 2020, 14:25
Since I didn't really have a plan going into this extension, I just kept adding things without a clear structure.
This morning before work, I got the core extension rewritten and restructured so it's a lot cleaner.
While it doesn't handle the automatic penalties yet, it does figure out the size, substance, hardness, and hp.
It also supports the dragged damage and color coded reminders of broken/destroyed (although it doesn't unequip/remove the item yet either).

Since I just wrote this today, I'm calling it a beta and just putting it out as an update on progress/for fun.
Rather than calculating automatically once the information is there, it now requires a button click. This is slightly less convenient, but a lot less likely to cause loops (which is what was happening before since so many fields were triggering scripts when edited and the extension itself was editing them a lot).

I loaded the extension and loaded a character. When I did it opened an 38423 in console. Then when I opened the item, I got 38424 with FG-PFRPG-Item-Durability-v2.0.0-beta.ext. After that the toggle worked the first time set to "medium" and "steel". The damage seemed to work, but could not toggle to another setting. Set "medium" and "mithral" manually. The item set the right hardness and hitponts, but took no damage.

bmos
August 8th, 2020, 19:28
I loaded the extension and loaded a character. When I did it opened an 38423 in console. Then when I opened the item, I got 38424 with FG-PFRPG-Item-Durability-v2.0.0-beta.ext. After that the toggle worked the first time set to "medium" and "steel". The damage seemed to work, but could not toggle to another setting. Set "medium" and "mithral" manually. The item set the right hardness and hitponts, but took no damage.

Update to Total Encumbrance v2 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v2.0.0) :)
It looks like the old version of that is incompatible with the new version of this.

The button for size and substance doesn't overwrite what you have entered in the box, it's just to fill empty fields. This is intentional (since it's just guessing and pre-existing information should be the most accurate source).
The button for hitpoints and hardness does overwrite the boxes since its calculation is pretty rules-accurate (there aren't many edge cases where you have to increase those manually).

Thanks for discovering that.

Here is beta2 which can do weapon penalties again.
EDIT: and beta3 with armor. this is mostly done, and will be very close to the next release on Tuesday. Just need to do more testing and make sure I haven't missed re-implementing any features.

dellanx
August 9th, 2020, 18:35
Update to Total Encumbrance v2 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v2.0.0) :)
It looks like the old version of that is incompatible with the new version of this.

The button for size and substance doesn't overwrite what you have entered in the box, it's just to fill empty fields. This is intentional (since it's just guessing and pre-existing information should be the most accurate source).
The button for hitpoints and hardness does overwrite the boxes since its calculation is pretty rules-accurate (there aren't many edge cases where you have to increase those manually).

Thanks for discovering that.

Here is beta2 which can do weapon penalties again.
EDIT: and beta3 with armor. this is mostly done, and will be very close to the next release on Tuesday. Just need to do more testing and make sure I haven't missed re-implementing any features.

I loaded both extensions. On opening got an 38437. Then I applied damage to a "+1 adamantine shock dagger" and "+1 agile breastplate". The Size Category and Substance were correct. The damage was applied. The damage indicator turned orange and red. When the item was destroyed a [DESTROYED] indicator was upended. Very nice! Here is a 38439.

bmos this is truly awesome work!

bmos
August 9th, 2020, 20:29
I loaded both extensions. On opening got an 38437. Then I applied damage to a "+1 adamantine shock dagger" and "+1 agile breastplate". The Size Category and Substance were correct. The damage was applied. The damage indicator turned orange and red. When the item was destroyed a [DESTROYED] indicator was upended. Very nice! Here is a 38439.

bmos this is truly awesome work!Thank you :)
I have yet to use it in my game but it is pretty fun to see all the little pieces working.

The beta you're using has a couple of little bugs I have identified (which will be fixed in the real release on Tuesday).

dellanx
August 10th, 2020, 01:25
Thank you :)
I have yet to use it in my game but it is pretty fun to see all the little pieces working.

The beta you're using has a couple of little bugs I have identified (which will be fixed in the real release on Tuesday).

Very nice, somehow I think this extension interfaces with the item creation in the "Customised Item Generator for 3.5E and Pathfinder" extension.

bmos
August 10th, 2020, 02:00
Very nice, somehow I think this extension interfaces with the item creation in the "Customised Item Generator for 3.5E and Pathfinder" extension.It is supposed to pick up on the materials defined by that extension.
Are you saying there seems to be an issue? (other than the extra divider line that shows up sometimes which I haven't taken the time to track down).

dellanx
August 10th, 2020, 03:23
It is supposed to pick up on the materials defined by that extension.
Are you saying there seems to be an issue? (other than the extra divider line that shows up sometimes which I haven't taken the time to track down).

I am saying that that works.

bmos
August 10th, 2020, 03:37
I am saying that that works.Oh, awesome :)
The way it prioritizes its substance identification is:
1. checks substance field for substance
2. checks item name for substance
3. assumes substance based on some pre-determined item names

bmos
August 11th, 2020, 12:13
V2.0.0 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.0.0) is now out! Here is a new instructional video (https://www.youtube.com/watch?v=2tm-t8s18VY).
Totally restructured and mostly re-wrote to fix a lot of potential issues and inefficiencies.
Pretty happy with this one now :)

dellanx
August 11th, 2020, 21:17
V2.0.0 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.0.0) is now out! Here is a new instructional video (https://www.youtube.com/watch?v=2tm-t8s18VY).
Totally restructured and mostly re-wrote to fix a lot of potential issues and inefficiencies.
Pretty happy with this one now :)

bmos thank you for plowing on with this important extension.

1. I started testing the "V2.0.0" by applying critical damage to a "+4 mithral agile breastplate" three times. Each time the damage applied was 4 hitpoints of damage. The hardness of this item is 23 and 100 hitpoints damage was dealt. Should the damage be 67 hitpoints? Here is 38495

2. Then I applied spell damage from a Delayed Fireball to the same damaged item. I did not take a screenshot of the damage done, but it was around 50 hitpoints. I did get an error. It is presented in 38496.
3. I cleared the damage, then applied 80 hitpoints of electrical and spell damage. It did 57 hitpoints of damage, an error came up presented in 38494.
4. Another 80 hitpoints were applied from prismatic spray. The item is destroyed. Here is the screenshot: 38498
5. Clearing the damage caused an error shown here: 38497. Removing the [DESTROYED] tags and activating the item, the item worked like it should once all was cleared.

That was a test of Armor destruction ~ Thanks!

bmos
August 11th, 2020, 21:27
bmos thank you for plowing on with this important extension.

1. I started testing the "V2.0.0" by applying critical damage to a "+4 mithral agile breastplate" three times. Each time the damage applied was 4 hitpoints of damage. The hardness of this item is 23 and 100 hitpoints damage was dealt. Should the damage be 67 hitpoints? Here is 38495

2. Then I applied spell damage from a Delayed Fireball to the same damaged item. I did not take a screenshot of the damage done, but it was around 50 hitpoints. I did get an error. It is presented in 38496.
3. I cleared the damage, then applied 80 hitpoints of electrical and spell damage. It did 57 hitpoints of damage, an error came up presented in 38494.
Thanks, I know it'll be stable eventually.
Your first and second attachments aren't working for me, but I have not tested it with crit damage so I will do that and also try damaging an item like that.

EDIT: It looks like it's detecting your breastplate as a weapon, which is why it's generating errors.
What is entered as the item type?

EDIT 2: "Objects are immune to nonlethal damage and to critical hits. (https://www.d20pfsrd.com/equipment/damaging-objects/#TOC-Immunities)"
Looks like I read that back when I was writing that part and made it ignore critical damage.

dellanx
August 11th, 2020, 21:33
Thanks, I know it'll be stable eventually.
Your first and second attachments aren't working for me, but I have not tested it with crit damage so I will do that and also try damaging an item like that.

EDIT: It looks like it's detecting your breastplate as a weapon.
What is entered as the item type?

I added 2 more screenshots. Sorry was having some issues.

dellanx
August 11th, 2020, 21:34
Thanks, I know it'll be stable eventually.
Your first and second attachments aren't working for me, but I have not tested it with crit damage so I will do that and also try damaging an item like that.

EDIT: It looks like it's detecting your breastplate as a weapon.
What is entered as the item type?

I added 2 more screenshots. Sorry was having some issues. All attachments should work now.

dellanx
August 11th, 2020, 21:40
I added 2 more screenshots. Sorry was having some issues.

Type: Armor
Subtype: Medium Armor

38499

bmos
August 11th, 2020, 22:33
bmos thank you for plowing on with this important extension.

1. I started testing the "V2.0.0" by applying critical damage to a "+4 mithral agile breastplate" three times. Each time the damage applied was 4 hitpoints of damage. The hardness of this item is 23 and 100 hitpoints damage was dealt. Should the damage be 67 hitpoints? Here is 38495

2. Then I applied spell damage from a Delayed Fireball to the same damaged item. I did not take a screenshot of the damage done, but it was around 50 hitpoints. I did get an error. It is presented in 38496.
3. I cleared the damage, then applied 80 hitpoints of electrical and spell damage. It did 57 hitpoints of damage, an error came up presented in 38494.
4. Another 80 hitpoints were applied from prismatic spray. The item is destroyed. Here is the screenshot: 38498
5. Clearing the damage caused an error shown here: 38497. Removing the [DESTROYED] tags and activating the item, the item worked like it should once all was cleared.

That was a test of Armor destruction ~ Thanks!Try this:

dellanx
August 12th, 2020, 01:35
Try this:

Woot! No Errors so far. Spell damage works real well, but weapon damage applies 4 damage points at a time. The CRIT was 111 HP damage on the +4 mithral agile breastplate.

Tried damaging "Scimitar +5 (adamantine/holy)"
Type: Magic Weapon
Subtype: Martial One-Handed Melee
Spell damage works real well on weapon, but weapon damage did not take at all.

I tried to open "Crystal Moon Sword" one of my custom artifacts it is a "long sword +6 adamantine impact keen vorpal" and got this error: 38505. Put both blades side by side.

bmos this is looking better and better!

bmos
August 12th, 2020, 02:15
I didn't change weapon damage at all because:


"Objects are immune to nonlethal damage and to critical hits. (https://www.d20pfsrd.com/equipment/damaging-objects/#TOC-Immunities)"
Looks like I read that back when I was writing that part and made it ignore critical damage.
This is also the case in 3.5E (https://www.dandwiki.com/wiki/3e_SRD:Breaking_and_Entering#Immunities).

I think I need to see your db.xml entry for that weapon as I think something has effected its gm only field.

dellanx
August 12th, 2020, 10:19
Sent db.xml via PM.

bmos
August 12th, 2020, 11:22
Sent db.xml via PM.Wow, I have no idea why you ended up with a bad db entry, but your gmonly field (which is from enhanced items) was formatted as plain text when it should be formatted text.
Perhaps an old version of Enhanced Items used to use plain text. I manually upgraded the xml formatting, so hopefully you shouldn't have any more issues.

Am I remembering correctly that you only upgraded to Enhanced Items 4.21 recently?
I posted in that thread (https://www.fantasygrounds.com/forums/showthread.php?40602-Extension-Enhanced-Items-v4&p=533939&viewfull=1#post533939) so hopefully soon we will know what actually happened :)

dellanx
August 12th, 2020, 23:52
I have 4.21, and yes recently.

DSG0084
November 29th, 2020, 19:01
So how you you factor in the bonus hardness and hitpoints magic items gain for each +1 enhancement bonus

bmos
November 29th, 2020, 20:21
So how you you factor in the bonus hardness and hitpoints magic items gain for each +1 enhancement bonus
Automatically. Is this not working for you?

dellanx
November 29th, 2020, 23:19
Automatically. Is this not working for you?

It seems that "Steel" does not populate automatically at least on a "rapier", once I edit name steel rapier it calculates for "steel". That is cool that the fields are editable.

bmos
November 30th, 2020, 02:43
It seems that "Steel" does not populate automatically at least on a "rapier", once I edit name steel rapier it calculates for "steel". That is cool that the fields are editable.
ah, I did not include that search term :)
I have added it and will post an update next week. If anyone has any other weapon names that should be searched for, let me know.

You can also type in the substance, size, and thickness manually and use the button to calculate hp and hardness from those.

EDIT: would a set of buttons to roll saving throws for the item be useful? I know it has come up in my game a few times (mage's disjunction).

dellanx
November 30th, 2020, 12:45
ah, I did not include that search term :)
I have added it and will post an update next week. If anyone has any other weapon names that should be searched for, let me know.

You can also type in the substance, size, and thickness manually and use the button to calculate hp and hardness from those.

EDIT: would a set of buttons to roll saving throws for the item be useful?

That would be neat.

Zygmunt Molotch
December 1st, 2020, 04:52
That would be neat.

agreed, seems like a nice quick QoL upgrade :)

bmos
December 1st, 2020, 23:04
Item Durability v2.2 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.2) adds saving throws and changes up the UI to reduce the amount of scrolling.

Asgurgolas
December 2nd, 2020, 20:02
Item Durability v2.2 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.2) adds saving throws and changes up the UI to reduce the amount of scrolling.

Saving throws are supposed to be 2 + half caster level... but when I loaded it up, it only checks for the "half caster level", it doesn't consider the base +2 (I love this tho)

bmos
December 2nd, 2020, 20:52
Saving throws are supposed to be 2 + half caster level... but when I loaded it up, it only checks for the "half caster level", it doesn't consider the base +2 (I love this tho)

Oops! You are correct.
Here's a fix: Item Durability v2.3 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.3)

Asgurgolas
December 3rd, 2020, 00:49
Awesome <3

Asgurgolas
December 5th, 2020, 16:25
When I try to deal damage to an item (such as dragging damage from chat to the "damage" field) I get this:

Script Error: [string "scripts/lib_itemdurability.lua"]:16: attempt to perform arithmetic on local 'nNum' (a nil value)

bmos
December 5th, 2020, 16:47
I'll need more info about the damage you were dealing / how you did it

Asgurgolas
December 5th, 2020, 16:51
I used a standard fireball (7d6 fire)
I tried to both drag damage dice on the "damage" field, and drag damage rolled from chat to damage field
I also tried a rapier attack (1d6+1 piercing, magic) the same two ways

bmos
December 5th, 2020, 17:32
I used a standard fireball (7d6 fire)
I tried to both drag damage dice on the "damage" field, and drag damage rolled from chat to damage field
I also tried a rapier attack (1d6+1 piercing, magic) the same two ways
Perhaps it's an extension compatibility thing?
I've tested with ranged javelin, melee javelin, and acid splash and those are all working as expected for me...

Asgurgolas
December 5th, 2020, 17:36
Ok, I'll check it out later on then (at least I know it's not the extension's fault) thanks :D

crossbow57
January 4th, 2021, 03:23
I get a similar error when I open the info card on any item. I can see the new fields in the item info, but it pops this error each time. 42528

bmos
January 4th, 2021, 13:09
I get a similar error when I open the info card on any item. I can see the new fields in the item info, but it pops this error each time. 42528
What other extensions are you using and is it FGC or FGU and is it 3.5E or PF1e? For some reason your size field seems to be missing.

crossbow57
January 4th, 2021, 21:01
My bad - was in a hurry and didn't give enough info.

This is FGU (v4.0.6 ultimate), for the PF1e ruleset.

Ok, I admit it, I'm a bit of an extension junkie - though, in my defense, they are just SO GOOD. Haha. I tried turning off a few in combination, but didn't seem to matter.

You suspect another one may be over-writing that field?

Thank you for the help. Durability would be a nice add to the stack, but I get I'm being greedy.

Extensions enabled:
Ammunition Manager
Drain and Permanent Bonuses
Extended Language Fonts
Live Hit Points
Local Dice Tower Extension (3.5/PF)
PFRPG - Enhanced Items v4.21
Spell Failure
Spell Formatting
Total Encumbrance

bmos
January 4th, 2021, 21:45
My bad - was in a hurry and didn't give enough info.

This is FGU (v4.0.6 ultimate), for the PF1e ruleset.

Ok, I admit it, I'm a bit of an extension junkie - though, in my defense, they are just SO GOOD. Haha. I tried turning off a few in combination, but didn't seem to matter.

You suspect another one may be over-writing that field?

Thank you for the help. Durability would be a nice add to the stack, but I get I'm being greedy.

Extensions enabled:
Ammunition Manager
Drain and Permanent Bonuses
Extended Language Fonts
Live Hit Points
Local Dice Tower Extension (3.5/PF)
PFRPG - Enhanced Items v4.21
Spell Failure
Spell Formatting
Total EncumbranceOh that should all be fine; those are all compatible.
I'm glad you like them :)

I am puzzled why it's giving you an error as I use all those extensions and don't see an error!

Try this version. I think it will silence that error at least, although it might just reveal another one :)

EDIT: removed. see below for official release.

crossbow57
January 4th, 2021, 22:16
That seems to have helped! No more error. No NEW error! Great success.

I see the info fields on assigned items, not in the master item list - as expected, I believe. And an entry of damage adds the broken condition.

I am on a Mac, if that matters, also.

My players will curse you, but I bless you - many thanks. I wasn't sure if PF1e was still getting any love these days, glad to see it is. Thank you again.

tahl_liadon
January 6th, 2021, 00:33
.
extension is producing this error message whenever i create and/or open a new item:

Script Error: [string "campaign/scripts/item_main2.lua"]:96: attempt to index global 'size' (a nil value)

bmos
January 6th, 2021, 02:26
.
extension is producing this error message whenever i create and/or open a new item:

Script Error: [string "campaign/scripts/item_main2.lua"]:96: attempt to index global 'size' (a nil value)
See two posts above yours ;)

It's now released officially:
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.4

tahl_liadon
January 6th, 2021, 03:12
See two posts above yours ;)

.
cool thx will give this a go.

bmos
February 20th, 2021, 02:27
I made mistakes in updating my code (I had missed something).
Please download v2.6 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.6) if you have updated to current version of FG.

kevininrussia
March 24th, 2021, 22:45
Would a 4E version of this extension be possible?

bmos
March 24th, 2021, 23:03
Would a 4E version of this extension be possible?I'd need more information about how item damage rules work in 4E.
For example the half-damage from energy damage in PF vs half from some energy in 3.5E (https://www.fantasygrounds.com/forums/showthread.php?60307-PFRPG-Item-Durability&p=529078&viewfull=1#post529078).
Also in PF, weapons that are at least 50% damaged have a -2 to hit and damage. Armor has an AC penalty and increases the skill check penalty for physical skills. I assume this is not all the same in 4E.
You can see a pretty comprehensive list of item rules for PFRPG here (https://aonprd.com/Rules.aspx?Name=Smashing%20an%20Object&Category=Breaking%20and%20Entering). This extension handles Saving Throws, Energy Attacks, Ranged Weapon Damage, Immunities, Magic Armor, Shields, and Weapons, Broken Condition (https://www.aonprd.com/Rules.aspx?Name=Conditions&Category=Combat).

If you can get me all that sort of info, I can consider how much work it would be. At the very least you're welcome to convert it.

kevininrussia
March 24th, 2021, 23:11
There is only specific rules for damage to objects such as doors. Damaging PC items is at the DM’s discretion. So I would keep everything the same, just working in the 4E ruleset using your ruleset compatibility voodoo :-)

coyote670
April 11th, 2022, 22:06
One of my players is getting this error message that seems to be related to the Item Durability extension:

52346

I haven't gotten this error. He doesn't get it on every item, but hasn't noticed any pattern to which items he gets it with.

We're using FGU for PF1e, and I've got a bunch of extensions running:
Advanced Effects
Advanced Item Actions
Ammunition Manager
Aura Effects
Coins Weights
Customized Item Generator
Drain & Permanent Bonuses
Enhanced Items
Extended AC bonus types
Extended automation & alternative overlays
Extra Stat to Saves
Extraplanar Containers
Inventory Search
Item Durability
Malady Tracker
Party Inventory Weight
Party Item Identified
Size Changes
Token Height Indication
Requested Rolls

(Hmm, that seems like a lot... :D)

Any ideas what the conflict or cause might be?

bmos
April 11th, 2022, 22:52
One of my players is getting this error message that seems to be related to the Item Durability extension:

52346

I haven't gotten this error. He doesn't get it on every item, but hasn't noticed any pattern to which items he gets it with.

We're using FGU for PF1e, and I've got a bunch of extensions running:
Advanced Effects
Advanced Item Actions
Ammunition Manager
Aura Effects
Coins Weights
Customized Item Generator
Drain & Permanent Bonuses
Enhanced Items
Extended AC bonus types
Extended automation & alternative overlays
Extra Stat to Saves
Extraplanar Containers
Inventory Search
Item Durability
Malady Tracker
Party Inventory Weight
Party Item Identified
Size Changes
Token Height Indication
Requested Rolls

(Hmm, that seems like a lot... :D)

Any ideas what the conflict or cause might be?If I had to guess, the db.xml file for your campaign might have an issue with ownership of an item that the character is carrying. If so, it might be replicated by setting the hitpoints on an item to 0 and then back to whatever they started at.
If you can zip up your campaign or at least your db.xml file and send it to me I can try to reproduce.
Do your other players have damaged equipment or just the player with the error?

coyote670
April 11th, 2022, 23:35
If I had to guess, the db.xml file for your campaign might have an issue with ownership of an item that the character is carrying. If so, it might be replicated by setting the hitpoints on an item to 0 and then back to whatever they started at.
If you can zip up your campaign or at least your db.xml file and send it to me I can try to reproduce.
Do your other players have damaged equipment or just the player with the error?

Okay, I am attaching the zipped up db.xml file. I opened it in Notepad++, but I don't know enough about what it should look like to tell if there's a problem.

The weird thing is, no one has damaged equipment currently. No one else has reported getting this error, either.

bmos
April 12th, 2022, 00:06
Okay, I am attaching the zipped up db.xml file. I opened it in Notepad++, but I don't know enough about what it should look like to tell if there's a problem.

The weird thing is, no one has damaged equipment currently. No one else has reported getting this error, either.Which character has the issue?
I just pushed an update so that the script error will be more useful if it does happen again before I can fix the issue. But also lots of behind the scenes changes I was sitting on that might already have resolved it.

coyote670
April 12th, 2022, 00:14
Which character has the issue?
I just pushed an update so that the script error will be more useful if it does happen again before I can fix the issue. But also lots of behind the scenes changes I was sitting on that might already have resolved it.

The player having the issue is Harmon, & plays Rovin.

We play again this weekend, so I'll let you know if it comes up.

Thanks!

Bobs
January 23rd, 2024, 01:09
Hi everyone! I have the extension enabled in Forge, already checked for updates, but the extension never appears in my extensions list for loading. Is this extension still working?

bmos
January 23rd, 2024, 01:35
https://i.imgur.com/8mEHR7Q.png
seems to be working to me...
you're using PFRPG 1e?

Faolan the Azure Abjurer
April 24th, 2024, 13:19
Started experiencing a bug where the AC bonus and enhancement bonus of armor keeps getting deleted from armor and shields. Had to deactivate in my campaign to preserve my sanity, lol.

bmos
April 24th, 2024, 19:17
Started experiencing a bug where the AC bonus and enhancement bonus of armor keeps getting deleted from armor and shields. Had to deactivate in my campaign to preserve my sanity, lol.
Any idea when it happens? Does it relate to breaking/fixing things or just damaging them?

Faolan the Azure Abjurer
April 25th, 2024, 01:16
I haven't been able to pin-point when exactly it happens, but I didn't fiddle around with the hit points of the armor. If I had to guess, it might've been when opening the item link from the character's inventory. Some of my players were noticing that their AC was nowhere near what it should've been (pretty noticeable when the armor added +10 to AC).