Thread: Better Combat Effects
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February 20th, 2022, 19:15 #411
Thank you very much about investigating this and the incompatibility with my extension Sadly, your mentioned approach may not fix the compatibility with my extension as I wrote here: https://www.fantasygrounds.com/forum...l=1#post640941
(I link it here, too, such that Ryan can read it, too, if desired In short: For compatibility with my extension any damage application has to go through onDamage, not applyDamage)Last edited by Kelrugem; February 20th, 2022 at 19:34.
My extensions for 3.5e and Pathfinder
Bug reports please here
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February 21st, 2022, 02:15 #412
Well I had all that in onDamage but the thing is onDamage is never called by the player or the server when a damage roll is made by the player, which is what got us into this mess in the first place. I could be missing something though if you want to educate.
Arnagus - yes I was going to suggest that fix until I can get it sorted out in the meantime. It is a ruleset difference.
Arnagus
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February 21st, 2022, 08:47 #413
Oh, are you sure? That would be certainly a difference between 3.5E/PF1 and 5E; in 3.5E/PF1 players call that function, too. onDamage will activate an OOB messaging procedure for handling applying damage such that also clients can adjust the wound fields etc. Maybe 5E does not have that OOB messaging in the same place? In 3.5E/PF1 onDamage is one of the first functions called when rolling damage via the typical handlers activated by the roll type (here damage)
Last edited by Kelrugem; February 21st, 2022 at 08:53.
My extensions for 3.5e and Pathfinder
Bug reports please here
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February 21st, 2022, 15:16 #414
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February 21st, 2022, 17:39 #415My extensions for 3.5e and Pathfinder
Bug reports please here
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February 21st, 2022, 18:15 #416
- Join Date
- Mar 2020
- Posts
- 8
Hi,
I was just wondering if I could get a screenshot of how to set up the effects on a GHOUL on the NPC sheet for FGU? I'm just starting to get into the more than basic usage of FGU.
Thanks,
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February 21st, 2022, 20:57 #417
Many thanks - confirmed that IMMUNE is working again in 3.5e (and the script error is gone).
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February 21st, 2022, 21:16 #418
@skester - here you go (3.5e version of saves):
Round1.jpg
Round2a.jpg
Round2b.jpg
Keep in mind that this is still the 5e behavior of Ghoul Claws (save when applying, save every round after) instead of 3.5e behavior (save when applying, stays for 1d4+1 rounds) as there is (to my knowledge) no way to set a duration.Last edited by Arnagus; March 7th, 2022 at 11:04.
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March 11th, 2022, 20:18 #419
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 313
Latest fantasy grounds unity. Windows 10. Better combat effect v 2.34. Pathfinder 1 ruleset (PFRPG)
No other extensions.
I think all (or most) these find did work before, it might have been all the way back to version 2.23 since BCE was broken in version 2.24 for pathfinder for a while
I have tested everything else, so what I did not report here works as intended for pathfinder ruleset unless I missed something.
SAVEA does not work at all. Example:
SAVEA: will 10
This does nothing. It only says Effect ..... expired without rolling anything
SAVEONDMG does not work. Example:
SAVEONDMG: reflex 10
effect is placed on character A
When character A takes damage no roll is made.
SDMGOS does not work with dice. Example:
"SDMGOS: 2d6" does not work
"SDMGOS: 2" does work
"DMGOE: 2d6" does work
"SDMGOE: 2d6" does work
STACK This effect also work in Pathfinder. It only says 5E in forge
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March 13th, 2022, 17:07 #420
I guess you need to add the following to your list of effect components no longer working (and actually throwing an error):
- ability: value-X (e.g. STR: 19-X)
This seems to be caused by the CoreRPG function (manager_dice.lua): convertStringToDice
Suggested Fix:
Code:*** rulesets/CoreRPG/scripts/manager_dice.lua.ORIG --- rulesets/CoreRPG/scripts/manager_dice.lua *************** *** 233,238 **** --- 233,240 ---- for i = 1, nDieCount do table.insert(tDice, sDieType); end + elseif vTerm and vTerm == "-X" then + nMod = 0; end end end
I have put above fixed function into a small extension (to avoid repeated correction of updated CoreRPG and for an easy "take over" by Ryan) and attached it to this post. Just drop into the usual FGU\extensions folder until Ryan fixed BCE.
*** Update 2022-05-04 ***
May the fourth... be with you. I have removed the package again as Ryan fixed BCE.
*** For reference reasons, I keep below alternative, however, with the attached package, it is no longer needed ***
If this is not feasible, it can be also fixed in BCE, however, this would change the syntax as a space in-between the value and the "-X" would be needed:
- ability: value -X (e.g. STR: 19 -X)
Here the alternative:
Code:*** extensions/BetterCombatEffects/scripts/manager_effect_bceDnD.lua.ORIG --- extensions/BetterCombatEffects/scripts/manager_effect_bceDnD.lua *************** *** 325,339 **** if(rEffectComp.remainder[1]:match("%-X")) then local sMod = rEffectComp.remainder[1]:gsub("%-X", "") local nMod = tonumber(sMod) if nMod ~= nil then if(nMod > nAbility) then nAbility = nMod - nAbility else nAbility = 0 end --Exception for Mad Nomads effects display extension local sReplace = rEffectComp.type .. ":" ..tostring(nAbility) ! local sMatch = rEffectComp.type ..":%s-%d+%-X" rNewEffect.sName = rNewEffect.sName:gsub(sMatch, sReplace) end end --- 325,340 ---- if(rEffectComp.remainder[1]:match("%-X")) then local sMod = rEffectComp.remainder[1]:gsub("%-X", "") local nMod = tonumber(sMod) + if nMod == nil then nMod = rEffectComp.mod; end if nMod ~= nil then if(nMod > nAbility) then nAbility = nMod - nAbility else nAbility = 0 end --Exception for Mad Nomads effects display extension local sReplace = rEffectComp.type .. ":" ..tostring(nAbility) ! local sMatch = rEffectComp.type ..":%s-%d+%s?%-X" rNewEffect.sName = rNewEffect.sName:gsub(sMatch, sReplace) end end
STR: 19-X will be passed from BCE manager_effect_bceDnD.lua in function replaceAbilityScores to the CoreRPG (manager_effect.lua) function parseEffectCompSimple. It is split into 19 and "-X", where "-X" is (with the updated CoreRPG function) processed into a dice component with a minus and dropped (there is no "X" die) but the 19 makes it into a modification value rEffectComp.mod.
As from the dice processing a modification value is returned, the string is considered parsed and not added in his original form "19-X" to the "rEffectComp.remainders" (which are picked up by replaceAbilityScores to process the ability replacement - this is why my preferred fix simply drops the rEffectComp.mod so the string is considered unparsed). The return of an rEffectComp.mod causes the error as replaceAbilityScores expects such a rEffectComp.remainder to arrive, instead it is empty.
The preferred option is obviously to make the dice processing aware of the "-X". Alternatively make "-X" a separate effect component (with a space in-between 19 and "-X") - but this will require update of all effects using the original syntax.Last edited by Arnagus; May 4th, 2022 at 21:02. Reason: Removing patch extension as BCE was fixed
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