Thread: Better Combat Effects
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February 19th, 2022, 20:49 #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.
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February 19th, 2022, 20:53 #402
Last edited by MrDDT; February 19th, 2022 at 21:07.
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February 19th, 2022, 21:27 #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
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February 19th, 2022, 21:37 #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.jpgLast edited by Arnagus; February 19th, 2022 at 21:56.
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February 19th, 2022, 21:41 #405
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February 19th, 2022, 21:58 #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!!
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February 19th, 2022, 22:20 #407
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).
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February 19th, 2022, 22:41 #408
Version Update 2.36
Fixed - Issue with Advanced Effects and Action Only
Fixed - Issue with Advanced Effects and potential for script error
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February 19th, 2022, 22:42 #409
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February 20th, 2022, 12:20 #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)
Code:204: function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)
Code:-- save off the originals so we play nice with others applyDamage = ActionDamage.applyDamage ActionDamage.applyDamage = customApplyDamage
Code:ActionDamage.applyDamage(nil, rActor, CombatManager.isCTHidden(node), "number", draginfo.getDescription(), draginfo.getNumberData());
Code:applyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);
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
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.
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