It is fixed. Been working just great the last few weeks
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It is fixed. Been working just great the last few weeks
Good to know.
I'm thinking of a slight adjustment to the support. To do with CA 'transfer', because CA just looks at all the damage lines and if it sees this on any line it processes this damage as a 'transfer'. But AWD will zero out damage lines not for that target. ie if a AWD has a 'type(undead)' then that line would not apply to a non-undead creature. So if this line also had the CA 'transfer' on it, I feel if you hit a non-undead then no 'transfer' should happen, but if you do hit and undead it would. So I'm going to look at tracking these and when I zero out a damage line, if it also has a 'transfer' on the line I could change it to '_transfer_' so that CA no longer finds it. This would allow for weapons that can transfer on the conditions or not.
-pete
A question can you add Better Combat Effect 'code' with this extension?
I'm not sure what you are asking, I had a quick look and that extension seems to deal with effects. Advanced weapon damage does not deal with effects, it runs a type of effect per damage line to make it selective for the like of 'type(giant)'.
If you want a weapon to have an effect line, then maybe Advanced Effects is more what you are looking for. ( As I try not to duplicate over other available extension code features. )
If this is not what you are thinking, then please add some details and example of what you are trying to get working.
-pete
Thank you for ur answer. Personally, I think the greatest feature of ur extension is the ability to add effect and damage to specific weapons instead of placing an EFF on the CT which would turn into apply that effect to any damage/attack. For example with ur extension u can apply blind and this is linked to a specific weapon [Effect(Blind)]. Better combat effect (BCE) can do the same but the effect is added to the PC then it will apply to any attack/damage, for example.
If I place the code developed from BCE to a weapon, with ur extension, would it work?
Example: If I place Effect(GOTU) to a weapon and I have a Custom Effect GOTU; Paralyzed; SAVEA: CON 10 (R), will this trigger?
I dont think so, the system when it is checking effects is looking at the return value to decide if to add that line of damage or not. So you could do a 'hunters mark' type check to see if a creature had that as part on its effects list. But it does not run the effect process, so it would not be able to trigger 'Paralyzed; SAVEA: CON 10 (R)'. It could tell if that creature had that effect on it and do extra/or not damage by including or excluding the damage part of the weapon line.
Its only running the testing parts of the effects, the bit that goes in the 'IFT' to decide if it processes the rest of the line. If that clears things up... so 'size(>m)' to keep the line or not, from an effect line like 'IFT size(>m); DMG: 1d8' but run direct on the weapon.
When I checked down most of the effect 5e weapon samples and from core magic items, most are just do additional damage on creature type. Which covers a lot of weapons. I made sure it could test from things like 'paralyzed' and 'intoxicated' etc.. so you could have a 'tavern club' which does extra 1d6 to 'intoxicated' creatures etc..
But it was never design to 'run' effects, as this would have to be stored on the damage line some how and that makes weapon description parsing very complex to deal with. The AWD extension can manage these extra lines of damage with its checks off the weapon damage text so that a DM can configure the item and it arrives correct when added to a player.
My plan is not to run effect lines ( Due to complexity of some effect parts happen part way into an attack or at start/end of one. ), hence the advanced effects as I though this added an effect line to a weapon that is then cross referenced on the player for that weapon. ie if you had multiple weapons enabled on to hit with, both weapons effect line would be added to your combat tracker and then enabled/disabled depending on which weapon was used. ( But it sounds like it just runs all of them ? or its adding the effect to you and not a target creature which I could see as a limit due to having to check every player/creature to every target to search out which effects are needed to be processed.. )
Like much of FG I try and cover a range of options, but can not cover everything people ask for.. AWD resolves the damage line very early in the damage roll processing so its not in a position to also run effects that could happen at multiple stages of that roll process..
-pete
I have noted a conflict between this and the 5E Absorb Effect extension which causes the latter to cease to function. Just thought I'd drop a line here to let you know.
Notice,
Just checked this extension with the new ruleset update from last night, and its causing some issues due to calling a now 'depreciated' function on the ruleset.
I'll try and sort a fix at some point, but the attack/damage system has been getting large changes so this might be an issue until the ruleset settles over the next few weeks.
-pete
Advanced weapon damage extension does not use 'getPowerNode', I assume you getting this error from Advanced spell damage extension that does use this ?
if you can confirm this, please add a message into the correct forum so that I can track it better. ( And give an example of when it happens etc... and/or screen shots of what was configured in the spell/power. )
-pete
opps...yup...will do...
v2.4 released to correct for the ruleset parameter changes.
Hello Bmos, hello B9,
I have discovered an UI compatibility issue in-between B9's Advanced Weapon Damage and Bmos' Ammunition Manager extension. I have started a discussion here .
Nothing critical, but I wanted to post in both threads.
v2.7 release to try and deal with this conflict.
As I'm not sure on the usage of the ammunition extension, I can not say if this is not fully fixed or not. The load/unload images are gone, but not sure how to configure them to come back on a specific weapon and then to check all the loading/reloaded and recovery parts of the other extension.
-pete
v2.8 release to deal with this conflict with Ammunition Manager.
Hi Pete,
thanks for this wonderful extension but I have a question: I know this is extension is about weapon DAMAGE but is there a possibility to include also the attack to the power feature?
I was thinking about the Hex Warrior feature where you can change the attack modifier to Charisma instead of Strength or Dexterity.
Kristian
This is built into FGU already by editing the spell feature/weapon feature on the action tab, under "DAMAGE, there is MULTI X STAT, you can change the STAT from BASE to whatever you think it should be.
If it's for attack , you can change that part where it say STAT under "ATTACK" from base to whatever.
Hi MrDDT,
maybe it wasn't completely clear what i meant...
I know, that one can alter the STAT from Base to whatever for Damage and also for the Attack (see blue circle on screenshot).
But with the power option one can make this with just a click one one and the same weapon (red lines).
The question is whether there is an option to do the same with the Attack stat (green circle) without creating a new weapon...
Attachment 59882
Best Kristian
Not with the extension as it stands, as it only changes the damage processing. The attack functions are a totally different section of code, as the attack would now have to carry a 'string' to hold the 'effect' line type information, which will cause a lot of issues and possible conflicts with other extensions that would also have to carry that extra information around. ( With damage already having its 'string' all the damage function had to pass/process the string anyway, hence it can be carried around the system and extra processed for the extensions. )
Could you do it by changing the 'meta' in the weapon header bar, and adjust the 'base' and just leave the weapon set as 'base' ? ( I know this is probably more a faf as other weapons might be in the list and still need str/dex as base etc.. )
I'll have a think. But at this time, its not possible to influence the attack line in this way.
-pete
Thanks, that's all I can ask for... :)
However, I'm not sure what you meant by adjusting the base in the meta of the weapon header bar...
Attachment 59943
I don't see anything there...
Best Kristian
With the hex warrior, as its only one weapon selected per long rest and I guess for most characters they have a preferred weapon to use... Most people would probably just change the weapon 'base' into 'chr' for both attack and damage instead of base.
I do like that you used the 'power' function button, but that was sort of designed for weapons that have a 'power' mode... something that say has charges/uses per day or extra damage when turned on because the blade creates light/flames down the blade which can be on or off depending etc... and hence has some 'mode' change extra damage line..
It might be possible to add to the weapon properties, like the 'reroll 2', on a weapon. So add like 'hexblade' into the properties next to the finess,light and then on an attack/damage change the code so when it decides on str/dex as 'base' it then checks 'chr' as well type thing for both attack and damage 'base' usage. That might be simpler to deal with.
You still would have to 'adjust' the weapon to add/remove that to properties of the weapon as required. But its a simpler change, since you dont have to adjust both attack and damage.
I'll have a think....
-pete
v2.9 updates for FGU 4.5.0
-pete
v2.91 update for 2024 ruleset change.
-pete
Seems like the latest round of updates broke this extension as a result of changes to the action tab.
Seems it causes an error message that I assume is due to a conflict with the format change.
Just wanted to add as well that it also appears that the Advanced Spell Damage extension breaks the adjustable initiative bonus for NPCs as part of the latest update; you can change the number in the NPC sheet just fine, but the combat tracker defaults to just their Dexterity modifier. Not sure why, but it does.
There was an update in the code of the 5e ruleset (most likely others too, I only checked 5e) at campaign\scripts\char_weapon.lua for the onDataChanged() function, which is copied in here: 5E_B9_AdvancedWeaponDamage.ext\5E\campaign\scripts \char_weapon.lua as onDataChanged_awd()
I simply copied the new code and replaced the old one. This is just a "quick hack" as e.g. the power button is still permanently visible, but it removed the error and you can use the weapons from the action tab again.
Code:onLinkChanged();
onAttackChanged();
onDamageChanged();
-- local bRanged = (type.getValue() ~= 0);
-- label_ammo.setVisible(bRanged);
-- maxammo.setVisible(bRanged);
-- ammocounter.setVisible(bRanged);
local node = getDatabaseNode();
local sPath = getDatabasePath();
local bRanged = ((DB.getValue(node, "type", 0) ~= 0) and ((DB.getValue(node, "maxammo", 0) ~= 0) or (not WindowManager.getWindowReadOnlyState(self))));
if bRanged then
sub_ranged.setValue("char_weapon_ranged", sPath);
else
sub_ranged.setValue("", "");
end
local bShowMastery = ((DB.getValue(node, "masteryknown", 0) == 1) and (DB.getValue(node, "mastery", "") ~= ""));
if bShowMastery then
sub_mastery.setValue("char_weapon_mastery", sPath);
else
sub_mastery.setValue("", "");
end
end
Thanks, I've been looking at the ruleset changes and a lot of stuff has changed over time. ( And moved around in the ruleset. ) I've seen a number of issues and started fixing.. But to be fair it basically need the re-write I've been hinting at needed for this and Advanced spell damage. I just dont have much time to focus on doing the work. Every time I get a few hours, it take me time to re-sync the ruleset and re-check what they have changed. I just dont think the rulesets are suitably stable at the moment. They are changing a lot slower than a couple months ago which is good. But I just dont have time to keep up with multiple updates each week and checking and fixing. I will try and do as best I can, but I just dont get time to focus.
-pete
Figured I'd try this quick hack my self and unfortunately I am still getting the console to pop up with an error message whenever I go to the actions tab. Is my code correct? I've attached images for both.
Error
My Code
I am now realizing that after editing the extension folder and saving it back as an extension it is no longer in the extension list. Is there a special process to saving the modified folder?
(Hopefully) FINAL EDIT: Nevermind, figured it out, had to edit it in 7zip while it was an EXT file. So far so good.
In case there is any slim chance of an update:
With the latest FGU update, this extension broke: the problem is not imminent, but arises during combat (and honestly: with several extensions, especially from EE, AE, BCEG, etc loaded) with no error but also no damage rolled after a hit (same issue with Advanced Spell Damage). Disabling the two B9 extensions (only), damage is applied again normally. This is why I believe these two extensions stopped working or have now a compatibility issue with one of the fixed others.