So awesome, that did it! I'll keep my eyes open. Thanks, mate!
Printable View
So awesome, that did it! I'll keep my eyes open. Thanks, mate!
Letting people who requested other ruleset support, some of this has been added at a provisional level. ( See top of thread for details.. )
Support for rulesets, 3.5E, PFRPG, PFRPG2 at a basic level has been added to v1.6
Thanks, Pete
Hi, is there a code you have for exploding damage dice? I keep finding this thread linked while searching for some information, but I can't seem to find it. I'm trying to find something for a one off magic item that I can make/code in 5e. Thanks!
The quick answer is NO, i dont change how FG calculates dice rolls.. I process the like of the effect 'IFT' command on the damage line to enable/disable a damage line in the weapon.
You could express what you want the magic weapon to do, and I'll probably not want to implement it, but I might be able to tell you if it would be a royal pain to do or possible..
-pete
I encountered the same problem when adding the DMGO Effect to a creature.Quote:
Damage Type changes to untyped when dragged onto character.
So my Party loves to roll their own saving throws when being attacked. I saw a tutorial video a while ago that you can just roll the damage in the chat window and then apply the damage via drag and drop. As you can see in the screensho I attached, the fire damage our Tiefling-Lady made changes to "untyped", so the dwarves' Ring Of Fire Resistance does not half the damage.
All I wanted was for the weapon to reroll a 1 once and explode on a 4. It's a dagger, rolling the typical 1d4. I know I can add the reroll coding in to the weapon, and I know that typing into the chat "/roll 1d4e" will roll a die that explodes on a 4, but it isn't as neat as having it on the weapon itself. I've read that the exploding dice aren't coded into the rule set, so I think I'm just stuck with them rolling their attack off their sheet and then hot keying the damage roll.
My extension has nothing to do with the effect side, like DMGO...
But if you drop in a screen shot showing the effect line on the character/combat tracker, and it in chat and showing the untyped damage...
If you can show this with and without my extension to confirm its caused only when my extension is installed, then I will look to fix it..
If its the same without my extension, then also post the information and I'll take a look in the ruleset and report it as a bug is I can see the issue in the code.
-pete
I've made a not in my todo list to have a look to see how and when these things happen in the roll process. If I can 'influence' them, then I'll look to see if I can add some extra tokens like 'explode' and 'reroll1' so they can be added onto the weapon description/weapon meta on character sheet along with the damage type etc.. But this might not be possible, it does depend on how the ruleset is coded..
-pete
Awesome! I appreciate that! Thanks!
I had a quick look and '/roll 1d4e' works at corerpg ruleset level, so it might be part of the lowest level support.... I'll take a look to see if we can just change the dice string in a damage roll to include and 'e' to cause it to explode.. but it might be more complex than that..
on the 'reroll' you can add this to the properties of a weapon, next to the versatile etc.. while this should reroll all dice from the weapon, this might be 'blockable' on a per weapon line of damage.
at the moment, you might have seen me doing spell token extension updates, I have some more bits to do on that extension, so not sure when i'll get chance to look further.
-pete
Added reroll support into weapon damage line parse into a character weapon line. This allows for 'reroll' in properties and also per damage line different levels of reroll. ( See reroll.png )
Obviously this is ruleset 5E only, and you can not use any spaces between the reroll and the number, ie 'reroll3'
I've also taken a look at the exploding dice, and this is only available in FGU, and from what I can see it can not be generated in the lua extension code. ( Seems it goes off to some magic internal function.. )
[ Also I dont know a way to reroll on an exploding dice, as your request seems to suggest '/roll 1d4e reroll 1' type, how do you macro the exploding roll and reroll 1 support ? ]
-pete
EDIT::
If you are reroll 1 on a 1d4 explode, so on a 4 it will roll again, so result 1-3, could this not just be coded as '1d3 reroll1' in the weapon ? ( See dagger.png)
I like this extension, but it conflicts with Automatic critical to apply max damage to either of the damage rolls. Is there any way I can set this up or maybe you can integrate it?
Hi,
Can you give me some images, and expand on your issue.
I've just done a bunch of testing with this and my extension and it all some fine, it auto critical if with 5 feet as expected, and rolls the required dice.. it even does max if you use the modifiers window to add max..
So not sure what your issue is, can you give further information ? ( maybe attach a campaign zip set up with both extensions and a character with combat tracker setup, so I can simple reproduce your issue ? )
-pete
Sorry, it was actually with Theogeek's Improved critical that is the issue.
Attachment 43745
This is my Improved critical setup
Roll and Text with Improved Critical Extension on:
Attachment 43746
Attachment 43747
Roll and Text with both Improved Critical and Advanced Weapon extensions on:
Attachment 43748
Attachment 43749
If you need anything else, let me know. I tested this with ONLY these two extensions. I can send the campaign folder if you need it.
I understand that you are not responsible to make your extensions work with other people's. I am just hoping as I like to use them both.
Thanks!
Thanks, thats probably why I could not find anything..
I was talking with theo a few days ago, and thought it was this extension, but it was his nat20..
But I'll double check it tomorrow ( if I get time ), with his v3.0 nat20 and his v5.0 improved critical
Also if you have a campaign setup with just the 2 extensions and weapons, then that would help, so i can test under the same conditions.. as I'm not familiar with theo's extension so might configure it in a way that i think is working but different to the one you have..
-pete
I can send you the campaign folder. It has only Advanced Weapon Damage and Theogeek's critical damage extensions active.
What is your email? Or am I missing how to send it on here?
Just attach it to the thread as a zip, it should be small so will be ok..
(use the 'go advanced' button, and then below you will have an upload files option. )
-pete
Attached as .zip
Hi,
Thanks for the upload, I've bounced a fix with TheoGeek and he has released an update, and I've made a release for my extensions to support this custom fix. See attached image, which I extended one of your character weapons to do advanced weapon damage to specific type, dragon in this case, to show that normal and critical rolls are doing the correct thing for both extensions. My extension dealing the correct damage, and TheoGeeks doing the max of the non-critical dice rolls as required.
While this should fix everything, its possible some combinations of advanced weapon damage and different improved critical options might cause interactions and strange combinations.
If you have futher issues, please get back and provide and example and I can take a look to see if its a bug or just a 'odd' combo etc.
-pete
Beautiful! Thank you!
After troubleshooting between yesterday and today with the extensions I have, I have found two extensions are causing an issue on the character sheets using the Feb 16th release of FGU. I also went to DMSGuild to be sure I have the latest versions of the extensions in question (went and got what was available about 15 mins ago - found it odd that the spell damage extension had single quotes in the name now). So, to replicate the errors, I launch FGU, make sure the extension(s) are loaded. I then open the Party and select a player's character sheet. I click on the "Actions" tab near the bottom right. When that tab opens, I get the following console errors:
[2/17/2021 1:11:46 PM] [ERROR] Script execution error: [string "5e/campaign/scripts/char_weapon.lua"]:243: attempt to index global 'ActorManager2' (a nil value)
[2/17/2021 1:11:46 PM] [ERROR] Script execution error: [string "scripts/manager_power_asd.lua"]:1935: attempt to index global 'ActorManager2' (a nil value)
The two extensions this happens with are the Advanced Spell Damage and Advanced Weapon Damage extensions. Both give an error when loaded.
Attachment 43871
When they are not loaded, the page is formatted as it is below with damage info:
Attachment 43870
When the Weapon Damage extension is loaded, the damage info is blank and the formatting is off as well:
Attachment 43869
Please let me know if there's anything additional you need. I think i have identified the correct extensions, so hopefully I have correctly identified them....
I'm having the above problems as well. I've narrowed it down specifically to the Advanced Weapons Extension ever since I updated yesterday. I believe I saw someone mention on the DMs Guild page that it might be because "ActorManager2" has been renamed, so perhaps that's the cause? Hoping for a fix before our group streams one of our games tomorrow.
Hi,
while you might think its a quick fix, the changed made to the ruleset extent to many thousands of lines of code over multiple hundreds of files and many changes in the damage sections. Its more than just a rename of one class the api for the new class has changes to parameters.
I would need to check over every part of my extension to make sure I'm happy that it does the correct changes and calculations.. this will not be a quick fix and I dont tend to do work on my extensions until the weekend due to work..
So sorry you are probably not getting a fix for your next session.. But I will see if I get some time to look at it before then.
-pete
Oh I'm sorry, I didn't mean to imply anything should be rushed! I was just being hopeful mostly. I absolutely understand it taking all the time in the world. Thank you for your effort both in creating and maintaining the extension! Our show considers it invaluable to keeping things running along smoothly.
Its not an issue, I did not take it as you implying you wanted it fixed for the session... just that it would be nice if it was...
'our show' ? does this have a page/youtube I can take a look at, to see how you are using this extension and other etc..
-pete
Oh, certainly! Our Twitch URL is https://www.twitch.tv/Nat19Official and the channel where we back up our content publicly is https://www.youtube.com/LetThemPlayGames, which includes game playlists and highlight videos as well. Our main game is Vestige of Ophiuchus, an original setting DM'd by Logan Laidlaw (that's me~!) currently going on it's 55th session, which is at 1 PM PST every Saturday, and on Thursdays at 5 PM PST we have other games we stream (currently. We're actually starting up a Princes of the Apocalypse campaign today, continuing off an old one. Every *other* Thursday we're starting a Devil May Cry based game. This month is actually a huge reset for our Thursday timeslots. We've been streaming regularly every week for several years. We've got a myriad of other campaigns from that time, but they're mostly not relevant to your interest in seeing your extension used.
For context in regards to your extension, we've been using it ever since the advanced weapon damage extension ever since the weapon handling extension broke and we wanted to replace it. Since then, it's one of many extensions we use for quality of life purposes. Recent additions like the rerollX functions and such have been very very helpful, and since we have a lot of custom content in our Saturday game (enough that it'll be getting a campaign guide soon) features like the powers option feel particularly inspired.
Which is all a long way to say, thank you very much for your work and effort. We pour a lot of capital and love into the show, and your extension is one of the key elements that helps us focus on the game and not FG. If you have any sort of donation link I'd actually be happy to have it.
Thanks for all the info, its always nice to see an extension been used..
I'll take a look at a few videos. if you have any 'weapon' designs that you want to share I'm always looking for example to add to the instructions module side..
Also do you know that Advanced Spell damage interacts with Advanced weapon damage... so spells that do damage lines can also have the weapon damage effects as well as the 'lvlN'. ( Well the should work... but not at the moment. )
-pete
Just to let people know, I've released an update for the FG rule set changes.
Let me know if you spot any issues, as I've not had much time to test it.
-pete
Sir, you are awesome.
Attachment 43956
Here is the picture that you asked from me in DM's Guild.
The new version did not fix this.
The idea again: If you drag the damage from the modifier box on to a character in CT the damage becomes 0 for some reason. negative numbers (healing) still works, but damage does not.
I had no idea you could even do that...
I'll take a look, as I can reproduce this and its fine without my extension and as you say shows has zero with my extension.
( I was not clear, when you said mod box, I thought you were referring to the modifier window box, the one you can select 'critical' and 'max' etc.. on... and was not sure how you could roll dice/damage from it.. )
-pete
@bratch9 I'm seeing some odd behavior with the current version of the Advanced Weapon Damage Extension. While it is still "working", it's rolling dice unnecessarily where it wasn't previously. For type instances, it rolls the damage regardless if the target is applicable or not, but then works it out in the end damage to being the correct amount. For instance, the Lightbringer mace from Lost Mines of Phandelver, it does 1d6 radiant damage if the target is undead. When I attack an undead, it does the correct 2d6 rolled and presents the damage correctly, but if I attack a dragon it still rolls the 2d6 shows the initial damage information and then puts another damage number afterwards that is the correct damage for the target (minus the radiant damage that an undead would have gotten). Previously, it did not roll the extra dice if the type wasn't matching. Is this something that might be able to be corrected? Just confuses my players when they suddenly think they have a big hit coming in and then go "pooey" when it's alot less (also for the manual rollers, they are prompted to roll the additional dice on every hit [say the Dragon Slayer Longsword from LMoP where it does an extra 3d6 to dragons, they are being prompted to roll those for undead]).
You can see this in action in the attached jpg.
Its always rolled all the dice, it does this because you could have multiple targets selected and they have different requirements and weapons roll one set of dice for multiple targets against one group attack roll. ( Yes I know a lot of weapons only hit one target.. )
The system has always shown the full total dice group roll and then 'advance weapon damage' the per target specific damage. ( Which then flows into extra dice due to effects that might be active between source/target etc.. )
And because of this, manual roll entry needs to enter all the required dice.
Thanks, guess I'm confused as I would have sworn it only rolled the extra on applicable targets. Maybe I'm screwing up my extensions.
By the way, not to clog up the topic, but really appreciate the extension and how I can use it to make my and my players lives easier :)