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  1. #1151
    It looks like you have a : after the words Critical Focus, It should be a Semi Colon ;

    It should be like this - Critical Focus; CC:4

  2. #1152
    Quote Originally Posted by Orimn View Post
    It looks like you have a : after the words Critical Focus...
    of course i did. haha. thx!
    -----
    roll dice. it builds character.

  3. #1153
    Kelrugem's Avatar
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    Thanks Orimn for helping tahl_liadon

    I just pushed some little update by SoxMax regarding the compatibility with advanced effects

    In the next days I will check and update my code; SoxMax also added code for adding weapon properties to the IFTAG code structures, so that you can use that kind of stuff now everywhere! (but I didn't push that yet, hopefully in the next days )

    Then I will check bmos's extensions for open problems if time permits; but I saw that many other devs already took care of many things

  4. #1154
    Kelrugem's Avatar
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    Quote Originally Posted by rmilmine View Post
    Mythic Critical Focus basically does this.

    https://aonprd.com/FeatDisplay.aspx?...itical%20Focus

    Mythic Critical Focus
    Source Mythic Adventures pg. 61
    Your blows unerringly find your target’s vital spots.

    Prerequisites: Critical Focus.

    Benefit: You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

    There may be other things that do something similar, but this was what caused me to bring it up.
    I am currently updating my extension and I think I now understand why fortification isn't affected by (dis)advantage on the target: Since the attacker is the "active" actor (due to rolling damage), the code only looks at the attacker since the dis-advantage stuff is checked on the actor rolling the die. So, for fortification it would need to check the defender instead. That is very easy to change, but I have to double-check whether there was a good reason why I didn't swap the rolls of the attacker and defender in the fortification physical roll. (maybe for visibility of the die or something related to that? Since GM dice may be hidden and stuff like that. I will check it, but just so that you know that there is an easy fix hopefully )

  5. #1155
    Kelrugem's Avatar
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    Dear all,

    Github sadly decided to erase my old wishlist and didn't replace it Thus, I have a new one here: https://github.com/users/Kelrugem/projects/3 (also linked in the first post and on my forge profile)

    You can track there the issues I got reported. However, since Github erased my old list some while ago and since I got some reports while travelling (so that I was not able to immediately enter the report on the wish list), I might have lost track of some stuff. Please remind me again of it then Though I will skim the last pages here

    (I hope the wish list is public? So that you do not need an account)

  6. #1156
    Using the properties of weapons doesn't seem to be working for me with IFTAG.

    so on a weapon I have in the properties: light, unarmedstrike

    I then have several effects:
    Weapon Finesse; IFTAG: light; ATK: [-STR][DEX]
    Weapon Finesse (Mythic); IFTAG: light; DMG: [-STR][DEX] melee
    Weapon Focus (Unarmed Strike); IFTAG: unarmedstrike; ATK: 1

    None of these seem to be working. Is there something I'm doing wrong?

  7. #1157
    Kelrugem's Avatar
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    Dear all: My extensions are finally updated! Now these should be finally compatible again.

    I also fixed the following: FORTIF rolls are now affected by (dis)advantage effects on the defender (not the attacker anymore). Furthermore, I realized that the flatfooted effect may not always have been applied to NPCs if initiative is applied by group (also fixed now, I hope)

    Furthermore: I looked into making the DC effect targetable; but there is no elegant solution without major rewrite and/or accepting erroneous chat messages about the DC information. (there is some problem with stacking I would need to resolve if it is allowed to be targetable) Thus, I won't add that feature that soon, I am afraid

    Quote Originally Posted by rmilmine View Post
    Using the properties of weapons doesn't seem to be working for me with IFTAG.

    so on a weapon I have in the properties: light, unarmedstrike

    I then have several effects:
    Weapon Finesse; IFTAG: light; ATK: [-STR][DEX]
    Weapon Finesse (Mythic); IFTAG: light; DMG: [-STR][DEX] melee
    Weapon Focus (Unarmed Strike); IFTAG: unarmedstrike; ATK: 1

    None of these seem to be working. Is there something I'm doing wrong?
    Oh, sorry, I may not have been clear: This feature is already provided by SoxMax on Github, but I was not yet able to look through it and implementing it I try in the next days since I now finished the compatibility patches

  8. #1158
    Quote Originally Posted by Kelrugem View Post
    Dear all: My extensions are finally updated! Now these should be finally compatible again.

    I also fixed the following: FORTIF rolls are now affected by (dis)advantage effects on the defender (not the attacker anymore). Furthermore, I realized that the flatfooted effect may not always have been applied to NPCs if initiative is applied by group (also fixed now, I hope)

    Furthermore: I looked into making the DC effect targetable; but there is no elegant solution without major rewrite and/or accepting erroneous chat messages about the DC information. (there is some problem with stacking I would need to resolve if it is allowed to be targetable) Thus, I won't add that feature that soon, I am afraid



    Oh, sorry, I may not have been clear: This feature is already provided by SoxMax on Github, but I was not yet able to look through it and implementing it I try in the next days since I now finished the compatibility patches
    Hey dude,

    Saw on the github you updated the compatibility so I loaded up the server with the mods enabled, however, this seems to be the result. I do note that that boxes have definitely moved, but still seem to overlap. See what you think:
    https://gyazo.com/00eaa4fa8ef722eb163b203b6612b62b

    Also, stack overflow still seems present oddly. Here is what the logs gave me back, however, please be mindful this is done in a PF1 setting, not sure if that would cause and overflow issue on its own.
    https://gyazo.com/ec1f7e23a39d77ba6945a7692aa8066e
    Last edited by Rhydion; March 22nd, 2025 at 23:29.

  9. #1159
    Kelrugem's Avatar
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    Quote Originally Posted by Rhydion View Post
    Hey dude,

    Saw on the github you updated the compatibility so I loaded up the server with the mods enabled, however, this seems to be the result. I do note that that boxes have definitely moved, but still seem to overlap. See what you think:
    https://gyazo.com/00eaa4fa8ef722eb163b203b6612b62b

    Also, stack overflow still seems present oddly. Here is what the logs gave me back, however, please be mindful this is done in a PF1 setting, not sure if that would cause and overflow issue on its own.
    https://gyazo.com/ec1f7e23a39d77ba6945a7692aa8066e
    Thanks for the report

    For the first issue: Oh, I see, I missed the part that you also loaded drain/permanent bonusses and StrainInjury! I will check that out, should be hopefully easy to fix

    About the overflow issue: Can you tell me how you reproduce that? Can you reproduce that if you only load StrainInjury? Because I fixed that one already a long time ago, and it usually comes back as an incompatibility of extensions (usually an incompatibility with an extension changing many effect-related things, like advanced effects, BCE/BCG and so on)

  10. #1160
    Quote Originally Posted by Kelrugem View Post
    Thanks for the report

    For the first issue: Oh, I see, I missed the part that you also loaded drain/permanent bonusses and StrainInjury! I will check that out, should be hopefully easy to fix

    About the overflow issue: Can you tell me how you reproduce that? Can you reproduce that if you only load StrainInjury? Because I fixed that one already a long time ago, and it usually comes back as an incompatibility of extensions (usually an incompatibility with an extension changing many effect-related things, like advanced effects, BCE/BCG and so on)
    Yes, all of the improvements at once yessssss >

    With the overflow all I need to do is stick any code that says, "IF: Bloodied;", on something on the combat tracker - However, I am using a lot of effect extensions etc so that may well be the case. If you want I can make an extension list if your that worried about it but it isn't a big deal to avoid using bloodied in PF1 :P

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