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May 8th, 2020, 04:55 #111
- Join Date
- Oct 2019
- Posts
- 4
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May 8th, 2020, 04:56 #112
Figured it out, its the elemental adept one, which has a similar effect, re-rolling 1s on spells that are elemental in nature.
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May 8th, 2020, 05:04 #113
Interesting. I don't know what those other extensions are doing that causes that table to be "nil" when it gets to me, but I can check it out when I have time.
Here are the extensions I run with all the time (Unity), but I use all those in Classic as well save the font extension), so I know it works with all of these.
Enhanced_Spell_Window
AdvancedEffects
DeathIndicatorEx
5E_Language_Fonts_FR_Wizards
5E Next Level XP Automated and DM XP Edit Only
ImprovedCritical
WeaponHandling
5E_Attunement_Tracker
FG-5E-Enhancer
Font-Open-Sans-FGU
Theme_Simple_Gray
WindowSaverX_v3.4.0
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May 8th, 2020, 05:08 #114
- Join Date
- May 2018
- Posts
- 199
The Kent extensions are very recent. The elemental adept extension actually came out today.
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May 8th, 2020, 05:11 #115
It may be a load order thing? But I can't test it because his extension costs money and I don't want to buy it. I can try to contact Kent and see if he'd loan me a copy to use for debugging mine.
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May 8th, 2020, 05:18 #116
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May 8th, 2020, 05:37 #117
Yeah, I tried the load order fix you posted earlier and it didn't fix it. The Kent extensions are really good, and they have been coming out real quick. I think that one has overlap for whatever reason, putting the reroll 1's thing into place is a pretty similar stomping ground. He has been on the Rob2e discord a lot with all these.
Truthfully, I feel like your mod should just be built in to FG, since modifications to criticals are VERY common house rules, but, meh. I disabled the adept one, because crits that feel like crits make my players happy. And me, when I crit them.
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May 8th, 2020, 05:45 #118
If I get time tomorrow, I could try something. In recent versions of my mod I had to do more than just override the final die roll, I actually had to hijack damage handlers to get information about hte target (for things like critical immunity). I could disable those in a test version for you to test out. If he's rerolling 1's it may be that he also uses the damage handlers. I'll see what I can do.
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May 8th, 2020, 06:01 #119
- Join Date
- May 2017
- Location
- Wisconsin, USA
- Posts
- 135
I’ll be looking at it tomorrow too TheoGeek. Let me know if there’s anything you need from me to help figure it out, I definitely try and make all my extensions play nice with others.
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May 8th, 2020, 06:10 #120
Cool. Maybe a place to start is that in my code, I have wrappers around onDamageRoll and onDamage that do modify rRoll and at the very end, call ActionDamage.onDamageRoll or ActionDamage.onDamage.
My init function:
Code:function onInit() registerOptions(); ActionsManager.registerPostRollHandler("damage", ImprovedCritical_onDamageRollWrapper); ActionsManager.registerResultHandler("damage", ImprovedCritical_onDamageWrapper); end
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