Thread: Better Combat Effects
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December 31st, 2021, 01:16 #311
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December 31st, 2021, 03:03 #312
Version Update: 2.24
Fixed - STURNRS, STURNRE we removing on the targets turn not the source
Saves - Changed saves/mod handler to fall more in line with FG and work better with other extensions
Fixed - Some tags had issues with some conditionals
Fixed - Changed some flags for some tags to work as intended as a targeted effects
You are right. That is a bug and I just pushed a fix for this
@Svandal This one might fix your issue. PM me if not.
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December 31st, 2021, 04:05 #313
Thanks for the fast fix and updates.
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December 31st, 2021, 08:58 #314Patriarch
- Join Date
- Mar 2016
- Location
- Bergen
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- 327
TAGS BUG REPORT BETTER COMBAT EFFECT.png
This does sadly not fix the issue. Here is a screenshot with the latest version of your extension.
Here is a screenshot. I have only loaded this extension and this extension (Extended automation and overlays ):
https://forge.fantasygrounds.com/shop/items/1/view
As you can see in the screenshot the spell hold person has the tags: "spell, enchantment, compulsion, mindaffecting and two"
The "enemy tester" has bonus save vs "spell", "enchantment", and "compulsion" which works when I first throw a save vs it, but with the "SAVEE" automatic roll it does not register the tags.
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December 31st, 2021, 09:06 #315Patriarch
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 327
There is a problem with the new version of this extension with the "SAVEDMG" effect.
A couple of days ago this effect worked as intended, but in this version it does not work anymore.
It is this effect:
Acidic Spray; SAVES: reflex 23 (R); SAVEDMG: 7d6, acid
Problem 1:
It does roll the save, but it does not remove the effect on a successfull save
Problem 2:
If the save is a failure it does not get any damage (and no damage dice gets rolled either)
Edit:
Pathfinder 1 ruleset
No other extensions loaded
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December 31st, 2021, 12:32 #316
I doubt that this can be easily adjusted since the tags information of the original spell is not contained in the effect and hence does not activate the IFTAG operator (equivalently, this operator will just return false). The information about the tags is in the spell itself because every spell/action has different tags and traits, but the information about the specific casted spell itself is lost in later rounds once BCE's effects are activated
It would be a bit tedious (but not difficult, I think) to save the tags in the effect itself in order to activate trait/tag specific effects
I personally plan to add ongoing saves etc. also for 3.5E/PF1 in my extension which can then make use of my other effects' abilities like IFTAG, but I am a bit occupied with my job right now, so, may take a while until I can look at that
Last edited by Kelrugem; December 31st, 2021 at 12:34.
My extensions for 3.5e and Pathfinder
Bug reports please here
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December 31st, 2021, 19:25 #317
Hi rhagelstrom,
Thanks for looking into this. The new build seems to work more favorably - thanks.
Just as a heads up based on my testing you seem to add a round on application of the effect for TURNRS to work around the CT removing a round from the effect at the start of a round. TURNRE, STURNRS & STURNRE do not apply this extra round in the same way to work around this. I tested this for [TARGET] & [SELF] on the 4 effects. Just wanted to point this out in case your intention was to apply this for all custom your effects.
Either way, I can easily work around this issue by making the duration 2 vs 1 rd.--
Save points are for quitters.
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January 2nd, 2022, 08:11 #318High Templar
- Join Date
- Jun 2017
- Posts
- 174
Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is
"[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"
Additionally, it has a conflict with Rob Twohy's Status Indicators extension when only those two are loaded, which causes the "SAVEE" effect (and possibly others, but this is the one I found) to not return a result after it rolls, but gives the error
" Handler error: [string "scripts/manager_action_save_asa.lua"]:143:attempt to index local 'rSource' (a nil value)'
I'm not sure if you can fix either of these on your end, but I suspect it's the result of some change within FGU itself breaking something.
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January 2nd, 2022, 13:55 #319
[QUOTE=BlazingAzureCrow;633351]Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is
"[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"/QUOTE]
I can confirm this error. Not sure when it broke.
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January 2nd, 2022, 16:57 #320For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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