5E Character Create Playlist
Page 41 of 69 First ... 31394041424351 ... Last
  1. #401
    Thank you for the fast reply. It still does not work after adding that comma... maybe another extension is conflicting with it.

    "1d10" by itself or "[MONK]" by itself or "[DEX]" by itself or in combination do not work, but a number value such as "3" does.

  2. #402
    Quote Originally Posted by mattvictim View Post
    Thank you for the fast reply. It still does not work after adding that comma... maybe another extension is conflicting with it.

    "1d10" by itself or "[MONK]" by itself or "[DEX]" by itself or in combination do not work, but a number value such as "3" does.
    I've tested it with just BCEG loaded.

    Can you give me a screen shot? Or hop on discord and maybe we can work it out.

    Testing this out more.

    Which part is not working?

    Is it not reducing the damage? Is it not adding it up correctly?

    Is it not removing the effect?

  3. #403
    I just started a new campaign with only BCEG loaded and I have the same issue... I'm hopeful it's syntax and not an extension conflict at this point.

    Copy/pasted effect from your suggestion: no damage reduction.
    Deflect Missles Not Working.JPG

    Changed "1d10, [MONK], [DEX]" to "3": reduces the damage correctly.
    Flat Value Works.JPG

  4. #404
    Since the last update, applying damage in a 3.5e campaign does not work anymore. Fresh 3.5 test campaign with only BCE attached, it only contains a PC and a goblin. Hit the goblin with the dagger, then try to apply damage, and the error occurs. No Effects even used:
    [ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1217: attempt to compare nil with number

    This seems to be the following line from the 3.5e ruleset package:
    elseif nDamage < 0 the
    from the
    function decodeDamageText(nDamage, sDamageDesc)

    I have to admit that I cannot find the location where the function is called.
    Screenshot 2022-02-19 225547.jpg
    Attached Files Attached Files
    Last edited by Arnagus; February 19th, 2022 at 21:56.

  5. #405
    Quote Originally Posted by mattvictim View Post
    I just started a new campaign with only BCEG loaded and I have the same issue... I'm hopeful it's syntax and not an extension conflict at this point.

    Copy/pasted effect from your suggestion: no damage reduction.
    Deflect Missles Not Working.JPG

    Changed "1d10, [MONK], [DEX]" to "3": reduces the damage correctly.
    Flat Value Works.JPG
    Are you typing the effect as a DM? or are you applying it to the target?

    Because it needs to be applied and not typed in the CT.

  6. #406
    I was just typing it. I had fundamentally misunderstood how it worked...

    I thought it would roll the die in response to the damage roll, but I see now that it rolls upon applying the effect (hence it can't be typed, but a number value can be)

    Unfortunately, that seems a little less useful.


    Sincere thanks for your help with this though!!

  7. #407
    Quote Originally Posted by mattvictim View Post
    I was just typing it. I had fundamentally misunderstood how it worked...

    I thought it would roll the die in response to the damage roll, but I see now that it rolls upon applying the effect (hence it can't be typed, but a number value can be)

    Unfortunately, that seems a little less useful.


    Sincere thanks for your help with this though!!
    I don't see it being less useful.

    I would like to note that if you use another DMGR, they do not stack using the same types. IE, Heavy Armor Mastery; DMGR: 3 slashing, piercing, bludgeoning. Coupled with this skill, DMGR: 1d10, [MONK], [DEX], slashing, piercing, bludgeoning, ranged.
    This will cause an issue that only 1 of the effects will work. Much like using RESIST: 3 all, couple with RESIST: 4 all, will not work add up to 7 resist all.

    Also, I suggest because you using this with 5E rules, that you add slashing into your damage types for this effect as there are other ranged missile weapons that fall into this (like hand axes).

  8. #408
    Version Update 2.36
    Fixed - Issue with Advanced Effects and Action Only
    Fixed - Issue with Advanced Effects and potential for script error

  9. #409
    Quote Originally Posted by Arnagus View Post
    Since the last update, applying damage in a 3.5e campaign does not work anymore. Fresh 3.5 test campaign with only BCE attached, it only contains a PC and a goblin. Hit the goblin with the dagger, then try to apply damage, and the error occurs. No Effects even used:
    [ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1217: attempt to compare nil with number

    This seems to be the following line from the 3.5e ruleset package:
    elseif nDamage < 0 the
    from the
    function decodeDamageText(nDamage, sDamageDesc)

    I have to admit that I cannot find the location where the function is called.
    Screenshot 2022-02-19 225547.jpg
    Thanks I'll take a look

  10. #410
    In case it might help in the debug:
    the function "decodeDamageText" is only called (in manager_action_damage.lua from 3.5e ruleset) to fill the "rDamageOutput". "nDamage" - which is causing the error - receives its input from "nTotal", which is the last parameter of a function you are replacing (I don't know to code LUA, so I need to take a guess here).

    Original:
    Code:
    1277: function applyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)
    In manager_effect_bceDnD.lua:
    Code:
    204: function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)
    with a swap afterwards:
    Code:
    		-- save off the originals so we play nice with others
    		applyDamage = ActionDamage.applyDamage
    		ActionDamage.applyDamage = customApplyDamage
    It looks like the "sRollType" parameter is missing, so when "applyDamage" is called e.g. in 3.5E/ct/ct_host.xml, it gets a wrong value:
    Code:
    ActionDamage.applyDamage(nil, rActor, CombatManager.isCTHidden(node), "number", draginfo.getDescription(), draginfo.getNumberData());
    Might also be directly in the ruleset (although I believe this is calling the original function) at 3.5E/scripts/manager_action_damage.lua:
    Code:
    applyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);
    ---- Edited (2) ----
    There is still an incompatibility with the "Extended automation and overlay" extension - it looks like IMMUNE is no longer working when both extensions are loaded. Still investigating - sorry.


    ---- Edited (1) ----
    I believe I found the fix, but it caused an incompatibility with the "Extended automation and overlay" extension which needs to be fixed there (it does not gently catch calling a replaced function without the additional parameters).

    Code:
    *** BetterCombatEffects/scripts/manager_effect_bceDnD.lua.ORIG
    --- BetterCombatEffects/scripts/manager_effect_bceDnD.lua
    ***************
    *** 201,207 ****
            return true
      end
      
    ! function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)
            local bDead = false
            local nodeSource = nil
            local nodeTarget = nil
    --- 201,207 ----
            return true
      end
      
    ! function customApplyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)
            local bDead = false
            local nodeSource = nil
            local nodeTarget = nil
    ***************
    *** 215,221 ****
            local nTempHPPrev, nWoundsPrev = getTempHPAndWounds(rTarget)
            -- Play nice with others
            -- Do damage first then modify any effects
    !       applyDamage(rSource, rTarget, bSecret, sDamage, nTotal)
      
            -- get temp hp and wounds after damage
            local nTempHP, nWounds = getTempHPAndWounds(rTarget)
    --- 215,221 ----
            local nTempHPPrev, nWoundsPrev = getTempHPAndWounds(rTarget)
            -- Play nice with others
            -- Do damage first then modify any effects
    !       applyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)
      
            -- get temp hp and wounds after damage
            local nTempHP, nWounds = getTempHPAndWounds(rTarget)
    ***************
    *** 417,423 ****
            end
      
            local nTotal = tonumber(msgOOB.nTotal) or 0;
    !       customApplyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sDamage, nTotal);
      end
      
      -- only for Advanced Effects
    --- 417,423 ----
            end
      
            local nTotal = tonumber(msgOOB.nTotal) or 0;
    !       customApplyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);
      end
      
      -- only for Advanced Effects
    I have cross-posed to Kelrugem for the update required in his code: https://www.fantasygrounds.com/forum...933#post640933
    Code:
    *** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
    --- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"     
    ***************
    *** 1224,1229 ****
    --- 1224,1236 ----
                    bApplyIncorporeal = true;
            end
      
    +       if not bImmune then
    +               bImmune = {};
    +       end
    +       if not bFortif then
    +               bFortif = {};
    +       end
    + 
            -- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
            -- KEL add new output
            if bImmune["all"] then
    Last edited by Arnagus; February 20th, 2022 at 18:34.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Starfinder Playlist

Log in

Log in