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May 8th, 2020, 06:51 #121
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- Wisconsin, USA
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That would be it, here's how I handle this kind of thing...
Code:local onDamageRoll = nil; local getEffectsByType = nil; function onInit() getEffectsByType = EffectManager5E.getEffectsByType; EffectManager5E.getEffectsByType = customGetEffectsByType; onDamageRoll = ActionDamage.onDamageRoll; ActionDamage.onDamageRoll = customOnDamageRoll; ActionsManager.registerPostRollHandler("damage", ActionDamage.onDamageRoll); end
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May 8th, 2020, 06:56 #122
Cool. I'll try that. I coded my extension a long time ago when I was just learning FG and LUA, and never really went back to fix that stuff. I may need help.
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May 8th, 2020, 06:58 #123
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- Wisconsin, USA
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Let me know if there's anything you need, we'll make this work
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May 8th, 2020, 17:46 #124
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May 9th, 2020, 03:03 #125
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May 9th, 2020, 03:04 #126
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June 1st, 2020, 15:41 #127
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- Sep 2018
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I didn't read through all 11 pages but I was wondering is the extension able to max the first damage die on a crit and roll the rest? or is that even possible?
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June 1st, 2020, 15:43 #128
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- May 2018
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If I remember correctly you can max damage die or crit die or both.
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June 1st, 2020, 15:48 #129
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- Sep 2018
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thank you Beeman
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June 1st, 2020, 16:30 #130
I'm assuming that you are asking if the extension can do the following:
"If the weapon damage does 2d6, on a crit, can I max 1d6 and roll 3d6?"
If that's what you are asking, then no, it does not do that.
It can do the following:
- max weapon normal damage and roll critical damage
- roll weapon damage and max critical damage
- max both normal and critical damage
- ignore critical damage if target is crit immune
- ignore critical damage altogether
In 5e, a critical hit doubles the damage dice that are rolled, so a crit with a standard 2d6 damage weapon does 2d6 normal damage and 2d6 critical damage - there isn't really a concept of "the first damage die of a weapon with 2 damage dice", but that's an interesting idea. If that's what you are asking, I can look into it.
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