You're welcome :)
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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
If I wanted to add something to your extension how would I go about doing so?
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.
Attachment 64065
Attachment 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)
I typically fork Kel's extension and open a pull request against it on Github: https://github.com/Kelrugem/Extended...n-and-overlays
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/forum...lighter/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
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!
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.