Thanks for collecting that data. I'm currently at a loss as to what's going on. Apparently more changed under the hood than I originally thought. This might take a while.
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Thanks for collecting that data. I'm currently at a loss as to what's going on. Apparently more changed under the hood than I originally thought. This might take a while.
Take your time, I'll be here for another 2-3 hours and later days.
Im by no means a coder in any extend. Just to throw some ideas and inspire.
But my take on this is, maximize PC crit dmg setting is breaking something if someone preps a high crit profile / to-hit / crit damage build.
Maybe checking my Elf Crit xml gives you ideas? It is a legit old 2014 build, even with a crippling useless feat [martial adept] so it's not 100% nuclear.
If you check it you'd notice that Fighting Style gives me +dmg which may be breaking things for the Maximize setting?
Whatever the setting do, I also did it in the build I guess. Also consider dmg types: magical (+3), slashing. As I understand the error semantically, it attempts to get length of field of whatever the 'dice' means and can't find it? So, do dmg types have 'dice' tag(?)/whatever that the extensions cant find the length field of?
Then you just compare with:
QUICK LINK TO 2026-04 UPDATES.
Relevant changes:
dice
- [DEV][ADDED][CoreRPG+] EffectManager calls added to get effect data, bonus, dice + bonus, descriptor list, and more.
crit
- [USUAL SUSPECT] [FIXED][5E/4E/3.5E/13A/D20M/DW/DCC/SD/SF1] Multiple damage effects with same damage type but some include critical effects would not calculate correctly.
- NOT 5E! [UPDATED][4E/13A] More flexible parsing of damage and critical fields when adding items to PC.
dmg
- [ADDED][5E/4E/3.5E/PF1/SF1/13A/D20M] Damage/Heal tags - @DMG (#D#+# type), @HEAL (#D#+#), DMGMAX, @DMGMAX, DMGHALF, @DMGHALF, HEALMAX, @HEALMAX, HEALHALF, @HEALHALF, DMGMULT, @DMGMULT, HEALMULT, @HEALMULT (includes support for negative multipliers to convert damage/heal tags) (all multipliers support optional tags for <range>/opportunity/weapon/spell)
I've been wanting to refactor this for a while and make it less complicated. Maybe now's the time. :)
I would remove all the maximize settings and leave them as Standard. Good luck and more power to your elbows!
Note on Turbo added:
Code:<extension name="Turbo"/> This may or may not be the part of APRIL PATCH. All these extensions are loaded in 45 secs without and in 43 secs with Turbo but that's likely my loaded RAM. A control experiment could be done in Live Channel to see if the exact extensions load faster with Turbo to determine if it's integrated in TEST Channel. But my connection is iffy at best so that's for later, when I'm done with the TEST channel.
Note on Arcane Ward Extension: My OP updated accordingly.
CORRECTION: Heal error stems from illahad's Prompt Reactions extension, not this one!
Error downstairs is from when all the extension are loaded. Triggers when I press the green HEAL: 3 temp SELF button next to the purple icon in Arcane Ward line under [Class (Wizard)]. For comparison, False Life HP roll triggers the exact error and doesnt add any temp HP.Code:<extension name="ArcaneWard"/> UPDATE: With all these extensions, Arcane Ward has a conflict error when I press self heal [green button], shown in arcaneward-selfheal-err.png. ISOLATED TEST: Only the automation parts of the extension doesn't work. When I press the Arcane Ward button in various Abjur spells, nothing happens, no added HP nor Arcane Ward self-buff. But the good news is that, Arcane Ward has a manual self-heal button but it is calculated INcorrectly for the level 2. I think it doesnt take level * 2 into account? At level 2 with 16 INT, I should have had lvl2*2 = 4 + 3 int bonus = 7 HP but it only lists 3 HP. And the extension adds 3 temp HP.
Attachment 66881
The error is not present when isolated but the miscalculation of self heal and the broken automation is still present.
Note: In a clean TEST campaign without extensions, False Life works properly.
Good news! Enlarge/Reduce is fixed.
It doesnt prevent having self buffs / effects anymore. Even when I tried it along with all the other extensions it's still working. My OP Updated.
EDIT: Also, Note on Name Maker
This is what I see in an isolated TEST campaign: Side Bar - Campaigns > NPCCode:<extension name="Name Maker"/> ??? There is no "Names" button under Side Bar: Campaign > NPCs window.
Attachment 66883
If someone on LIVE Channel could tell me whether Name Maker's 'Names' button in NPC Window is there, it would be great. I cant go back to LIVE until my connection problems are fixed.
Attachment 66884
SavageWorlds v5.17.0 Beta Testing
New version of upcoming SavageWorlds ruleset is available in Test channel. Main purpose of this development cycle is to keep the ruleset in sync with upcoming CoreRPG 2026-04 release.
Changed
- Global effects are consistent with CoreRPG
- Global effects list opening button moved from effect master list into combat tracker
Name Maker
Retested just now and it does not appear on the NPC dialog box like it used to. It has been broken for me (2e) for several months.
(checked the Forums, my report was October 18th 2025)
Thanks for checking anstett! I updated my OP.
I also have other news and a correction:
Also I caught a weird anomaly thanks to miss flavor: It said, the unconscious Camel dodged my Eldritch Blast... Probably just a wrong type of flavor text but unconscious effect should have been guarranteed crits afaik?Code:<extension name="CritsAndFumbles"/> CORRECTION: Works. I confused this with Critical Flavor [which is for crit hits and spells]. This one is for Skills, Concentration, Init.
<extension name="MissFlavor"/> Works.
<extension name="CriticalFlavor"/> No text on crit damage.
<extension name="CriticalFlavor-Spells"/> No text on spell crit damage. Tested it on an unconscious Camel with Eldritch Blast.
Attachment 66896
Word limit is almost reached in my OP.
EDIT: Im keeping the list of working ones in post#11
And I prettified my OP.
"5e Undo Damage / Heal" Testing: My OP Updated.
ISOLATED TEST: WORKS!
Freshly created campaign in TEST
Only 5e Undo loaded.
Both damage/heal parts works perfectly!
With all the extensions online:
- First of all, if any other ext such as Absorb Effect prevent dmg, Undo says "there's nothing to undo". No errors for Undo here.
- It still doesn't go well with CritFX because the CritFX also has bugs with Life Ledger and other dmg preventing extensions:
[Absorb-Effect + AdvancedEffects + BetterCombatEffects + Life Ledger]
When damage preventing extensions removed:
* It DOESN'T prevent damage attempts by itself among other extensions if I remove all the other dmg preventer extensions.
- If no dmg has been done by or to anyone, it still says "there's nothing to undo" without errors.
- Undo damage part of the extension works under these conditions: See !undo-dmg-completed.png
Attachment 66904
- There is an extension among what's left that prevents self-healing: I will find and isolate it later [to check if undo heal also works with other extensions on]. This'll take a min or two. GOTCHA! Illahad's Prompt Reactions.
Attachment 66903Code:<extension name="illahad-ReactionsPrompt"/> Prevents self-heal / healing others [whoever it comes from] such as Acolyte's Cure Wounds, and PC's False Life with an error. See !illahads-reactions-prevents-selfheal-falselife.png
- WITHOUT illahad's: 5e Undo heal part works under these conditions.
Follow-up on 5E-Undo: Weird Error When Connected to a GM
Decked Out needed to be tested with a Player Client so I also stress-tested 5E Undo.
Undo Damage/Heal parts are still working.
I connected to myself from Cloud as a Player Client and clicked Hit Dice with the PC I control in the Player acc. The Player's Character gave below error in the GM Client [not in PC client] when I double clicked Hit Dice to regain HP:
Attachment 66908
This one may be hard to reproduce because after I Undo'ed damage from the Fire Snake the PC damaged, the error is gone.
I cant connect to myself for a while so I cant make a controlled experiment [if it does the same when isolated in a network environment PC/GM].
But these are all the results so far.
When I played alone, this didn't happen.
You may wanna check my extension state xml [also at post#52] because I've changed some.
EDIT 1: It doesnt do that with the same extensions [also isolated] on GM-Only Client with the same or another character.
ExtensionState for 5E-Undo: See post#51
Code:<extension name="5E_Language_Fonts_FR_Wizards"/>
<extension name="5E_Language_Fonts_Wizards"/>
<extension name="5EActionTracker"/>
<extension name="5eCoinConverter"/>
<extension name="5E-Encumbrance"/>
<extension name="5eModifiers"/>
<extension name="5EScribe"/>
<extension name="AurasVisualized"/>
<extension name="Basic Card Tables"/>
<extension name="ChatlogViewer"/>
<extension name="Critically Awesome Essentials"/>
<extension name="CritsAndFumbles"/>
<extension name="CSV-Table-Importer"/>
<extension name="CT-Open-On-Turn 24.02.25"/>
<extension name="DatabaseSearch"/>
<extension name="DD5E_StrixhavenMemories"/>
<extension name="FailForward"/>
<extension name="FG-CoreRPG-Inventory-Identified"/>
<extension name="FlavorfulNames"/>
<extension name="InitiativeNanny"/>
<extension name="LinkFill"/>
<extension name="MissFlavorText"/>
<extension name="PF1 - Spellclass Sort + notes + NPC"/>
<extension name="PointsOfInterest"/>
<extension name="RETP"/>
<extension name="SevenSeas"/>
<extension name="ToggleEffectLights"/>
<extension name="ToolkitActions"/>
<extension name="Weather Generator"/>
<extension name="MNM Core"/>
<extension name="5E - Clock Adjuster"/>
<extension name="Spell Record Actions"/>
<extension name="Achievement Tracker"/>
<extension name="AltWoundColors"/>
<extension name="EncounterDifficulty"/>
<extension name="FGU_DM_Assist_Observer_Core_v0_7_5_forge"/>
<extension name="PlayerAgency"/>
<extension name="5e Jack of All Trades v1.4.2"/>
<extension name="DeathIndicatorEx"/>
<extension name="5E Next Level XP Automation"/>
<extension name="Font-Roboto (Revised)"/>
<extension name="Player_NPC_End_Turn"/>
<extension name="Shops"/>
<extension name="calendarplus"/>
<extension name="ConditionImmunity"/>
<extension name="npc-flavors"/>
<extension name="VulNRes"/>
<extension name="MNM Player Journal"/>
<extension name="EffectiveInitiative"/>
<extension name="Spell Action Info"/>
<extension name="5e Legendary Assistant"/>
<extension name="Pets"/>
<extension name="WinnowingPursuits"/>
<extension name="5e Reactions"/>
<extension name="5e Undo"/>
<extension name="Masters-Amulet"/>
<extension name="WalkThisWay"/>
<extension name="Ask me"/>
<extension name="FG-Aura-Effect"/>
<extension name="DeckedOut"/>
<extension name="CloseWindows"/>
<extension name="AttackAndSpellFonts"/>
<extension name="StealthTracker"/>
<extension name="UndeadFortitude"/>
Thanks for the heads up, I'll take a look and see if I can get that fixed.
Cheers,
Stv.
Np :) Good luck!
NEWS for the List:
Source: www.fantasygrounds.com/forums/showthread.php?84384-5E-Resistance-is-Futile&p=760679&viewfull=1#post760679
Pushed a new build of undo to the test channel, hopefully fixes the error you found @Tempered7.
Cheers,
Stv.
Thanks for all the tracking everyone. I've been sort of heads down making sure all the rulesets work, before I got involved more closely in helping with extensions.
After discussing with our team, I've decided to move back the release of these changes to April 28, in order to give me more time to work with anyone who would like me to help migrate or help with fixing extensions.
I'll need someone familiar with the extensions to talk me through what they actually do while I'm working on them, as well as to test them once I make the changes. For those no longer being worked on but popular enough, I can work with any interested community user to help. Please reach out and let me know.
I've already taken a pass at helping Theogeek with his extensions, since he reached out directly.
Regards,
JPG
Thanks a ton Moon! I just got Nat20 uploaded to the forge for the TEST channel.
UPDATE:
Got this working and seems to be functioning as it does on the Live channel.
Version 9.0 uploaded to TEST.
==============
I'm almost there with the Improved Critical extension!
Moon Wizard. As well as your sweep of discord, is it worth looking at anything on the forge with over 1000 subscribers that hasn't been tested yet?
NEWS: <extension name="FG-Aura-Effect"/> Abandoned by the original coder BUT Moon Wizard integrated it into the new update in TEST / Bugs FIXED.
OP Updated.
Last Batch: Below extensions will take some time for me to check but I'll start whenever I can.
Code:<extension name="Ask me"/>
<extension name="AurasVisualized"/> Moon Wizard said that it is still broken.
<extension name="5eCoinConverter"/>
<extension name="ConditionImmunity"/>
<extension name="DeathIndicatorEx"/>
<extension name="FailForward"/>
<extension name="DrinkAndSink"/>
<extension name="FlavorfulNames"/>
<extension name="InitiativeNanny"/>
<extension name="JackOfAllThings"/>
<extension name="Masters-Amulet"/>
<extension name="Player_NPC_End_Turn"/>
<extension name="PointsOfInterest"/>
<extension name="RETP"/> NOTE TO SELF: Isolate this one.
<extension name="SevenSeas"/>
<extension name="PF1 - Spellclass Sort + notes + NPC"/>
<extension name="StealthTracker"/> Fingers crossed.
<extension name="ToolkitActions"/>
<extension name="VulNRes"/>
<extension name="Critically Awesome Essentials"/>
<extension name="5e Jack of All Trades v1.4.2"/>
<extension name="LinkFill"/>
<extension name="5E Next Level XP Automation"/>
<extension name="5EScribe"/>
<extension name="5EActionTracker"/>
<extension name="Basic Card Tables"/>
Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.
Posting here an error with Life Ledger. It throws an error on boot up and throws an error when starting combat:
Attachment 67204 Bootup (BCEG has error as well)
Attachment 67205 Combat Tracker (start of combat)
BCEG throws this error at start of combat:
Attachment 67206
Advanced Effects threw this error when adding to CT:
Attachment 67207
NOTE: BCEG wasn't loaded
I haven't shared my "still being written and tested" extensions yet. But, while doing a test, I got an error message.
I unloaded my in-development extension and retested. Sorry if I missed this in the thread (I have been up a long time).
1. Add a character to the CT, then add an NPC or second character with later initiative
2. Add the following effect to the character: Poisoned; SAVEOE: 14 CON (with a duration of 2 or more)
3. Set the CT to an actor and advance the turn
4. When the impacted PC's turn ends and is passed to the next actor it successfully attempts the saving throw.
5. When the save is a failure we see no errors, it just keeps truckin'
6. When the save succeeds, however, we get an error message (see below) and the effect is not removed.
[ERROR] Handler error: [string "CoreRPG:scripts/manager_action_save.lua"]:31: attempt to index global 'rAction' (a nil value)
I reviewed the comments from March 20. I believe it was stated that Effective Initiative would be obsolete. I do not believe this statement is true. I posted in the Feedback thread for 2026-04 that out-of-box functionality does not imitate Effective Initiative functionality.
Hmm, I counted Levitate [100 duration] and compared to Shield [1 duration] and they adjusted to the Init but I didnt take -End of Player's turn- into account.
AFAIK, without the extension, the settings of the extension was still there.
But I probably made a mistake, sorry about that. Im changing my OP.
Gilafron's postCode:<extension name="EffectiveInitiative"/> ORIGINAL. No longer required. Both with or without the extension, Effect Timers expire in time [however long] when the initiative order is changed at every turn. Can check my math at post#24 in chatlog.
Also, +1 for the suggestion.
Guys, I said I'll check the last batch but I think I should rest for while. Im making too many mistakes.
It was fun to collaborate with the lovely forum folks though. :)
More power to you testers, extension devs, and SmiteWorkers!
@estrolof,
Thanks for the report on SAVEOE. I just pushed a fix to address that error.
Regards,
JPG
Is there a list anywhere that lists extensions that are now obsolete or why some have been listed in my inventory as Unlisted with FGForgeRetired (Absorb Effect, Resistance is Futile, Turbo)?
Other than the link in the OP, not that I'm aware of.
Anything in your inventory marked Unlisted has either been changed to that status by the developer (or SmiteWorks if the developer is absent and the extension no longer functions). Usually it is because the the extension no longer works and the developer is not going to fix or maintain it. But it could be for others reasons as well if the developer has decided to withdraw it.
I was in the process of selling a house, buying a place, and moving. Missed all of this while it was going on and I am sorry.
Trying now to update the Damage Reroll Feats extension and realize how everything has changed.
is there somewhere that lists how the damage, etc. is handled vs. how it used to be handled?
Or do I need to try and relearn it the way I did the first time?
Sorry for making other people look at my extension while I was out of commission. I didn't want it to fall by the wayside.
As I mentioned in your thread; I'm already working on a rebuild of your extension. I'll provide once I have it working again.
Regards,
JPG