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  1. #61
    Yes, please share both if possible. I'm not able to replicate with the modules I created. I did a mix of copy SRD modules and fresh custom classes and still couldn't replicate it
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  2. #62
    Thanks, I believe I found the issue. Looks like it's a function that is changing the module reference to a wildcard if it can't find the module loaded. I'll find the solution to get this working as intended.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  3. #63
    The update @superteddy57 mentioned is now in the patch system. Please run a new Check for Updates, and try again.

    Regards,
    JPG

  4. #64
    The Mohrg has an error, the touch attack with the tongue should be +7 not +12. See MM page 189.

  5. #65
    Just pushed a new SRD data update that should address this issue. Please update and try again.

    Regards,
    JPG

  6. #66
    This is a possible bug.
    If you have a character with a single weapon such as this:
    Screenshot 2025-05-05 144523.png

    and 1 or more effects on the combat tracker such as these:
    Screenshot 2025-05-05 144437.png

    When you attack and do a critical the following happens:
    Screenshot 2025-05-05 144328.png

    The + on the damage is multiplied by the weapon, but the die isn't.
    If you have an affect that doesn't have a bonus on the die it still adds to the die critical to it's damage type even though it doesn't include it in the damage.
    I'm thinking that 1d6+1 the +1 shouldn't be affected by the critical.

    Also is there a way to note on an effect that it should or shouldn't be effected by a critical?

  7. #67
    The ruleset uses the same rules for both Pathfinder and 3.5E. According to the below discussion (which is noted in the ruleset coding), extra effect damage should not be multiplied by default.
    https://rpg.stackexchange.com/questi...a-critical-hit

    If you want it to be added, you would add another effect "DMG: 1d6+3 acid, melee; DMG: 2d6 acid, critical"

    Regards,
    JPG

  8. #68
    Quote Originally Posted by Moon Wizard View Post
    The ruleset uses the same rules for both Pathfinder and 3.5E. According to the below discussion (which is noted in the ruleset coding), extra effect damage should not be multiplied by default.
    https://rpg.stackexchange.com/questi...a-critical-hit

    If you want it to be added, you would add another effect "DMG: 1d6+3 acid, melee; DMG: 2d6 acid, critical"

    Regards,
    JPG
    Moon Wizard if you look at the screen shot for the two effects and the 3rd one the chat descriptions of what it is doing, you will see it is multiplying the +3 and +2 by the weapon multiplier.
    I would expect a DMG: +1 melee to be multiplied by the critical multiplier, but not just the +1 in DMG: 1d6+1 acid.
    It appears to be adding critical to the acid and fire damage types of the effects buy only to the +n part.
    Also Kelrugem noticed that if you do DMG: 1d6 acid it is adding a acid, critical with 0 damage as there there is no +n after the dice.
    The chat output showing that is in this post here.
    It was doing this with just 3.5 loaded.
    If I am reading this wrong, please let me know.

  9. #69
    Yes, that's correct. By default, any fixed bonuses are multiplied; while any variable bonuses (dice) are not. (per the link I posted)
    I think in the vast majority of the rules, modifiers are either +# or +NdN; so this was not split out in the way you are asking.

    Looking at the code; I think I can adjust to look for any variable element before applying the critical of each effect. It will be in the next ruleset update.

    Regards,
    JPG

  10. #70
    Hi Team, I have encountered a recent bug last week. I run a weekly campaign that has been going for 4+ years now, so I am fairly experienced with the software (love it actually !!). The bug I have encountered is:-

    When adding Multiple NPC's to the combat tracker, some and only some of the NPC's do not follow the GROUP and RANDOM NUMBERING rules, whilst others do.

    I have turned off all Extensions and the bug still exists. It is repeatable with specific NPC's, ie if a NPC follows the Grouping Initiative rule and random numbering rule, it always works. Whilst an NPC that does not follow the rule never works.

    I only noticed this last week - it may have been there longer but went unnoticed, but it is certainly a new problem.

    First Image shows:-
    - Options Tab
    - Auto NPC Initiative = GROUP
    - NPC Numbering = RANDOM
    - Test Encounter
    - 2 x Bandit (Works)
    - 3 x Elf (Works)
    - 3 x First Officer (Bugged)
    - Combat Tracker
    - 2 x Bandit GROUPED on Initiative 13, NUMBERED 8,16 = Correct
    - 3 x Elf GROUPED on Initiative 11, NUMBERED 1,3,28 = Correct
    - 3 x First Officer on Initiatives 4,4,13, NUMBERED Blank = Wrong
    FGU error when adding NPC to combat tracker.jpg

    The second attachment shows the 3 x NPC records side by side for comparison
    FGU error when adding NPC to combat tracker - NPC Sheets.jpg

    Any help would be greatly appreciated

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