DICE PACKS BUNDLE
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  1. #71

    I think I found the reason

    I just did a further experiment, and I have identified a change that seems to toggle the GROUPING and NUMBERING to work / fail

    On the Skills tab of the NPC sheet, if I replace the ";" delimiters for "," delimiters, the GROUPING and NUMBERING works.

    I have reattached the previous two screen shots; Now I have attached a copy of the First Officer NPC where I have replaced the Skills Delimiter ";" with ",". It now works.

    FGU error when adding NPC to combat tracker v2.jpg

    The two NPC sheets side by side
    FGU error when adding NPC to combat tracker - NPC Sheets v2.jpg

    So, I know how to overcome it, but does this mean I have to edit hundreds of previously created NPC sheets?

  2. #72
    Kelrugem's Avatar
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    Quote Originally Posted by samphughes View Post
    I just did a further experiment, and I have identified a change that seems to toggle the GROUPING and NUMBERING to work / fail

    On the Skills tab of the NPC sheet, if I replace the ";" delimiters for "," delimiters, the GROUPING and NUMBERING works.

    I have reattached the previous two screen shots; Now I have attached a copy of the First Officer NPC where I have replaced the Skills Delimiter ";" with ",". It now works.

    FGU error when adding NPC to combat tracker v2.jpg

    The two NPC sheets side by side
    FGU error when adding NPC to combat tracker - NPC Sheets v2.jpg

    So, I know how to overcome it, but does this mean I have to edit hundreds of previously created NPC sheets?
    You might be able to "quickly" edit it via opening your campaign file in Notepad++ or so, but yeah, the actualy code shouldn't care about semicolons in the skill tab; so, hopefully the code may get adjusted

  3. #73
    Quote Originally Posted by rmilmine View Post
    This is a possible bug.
    If you have a character with a single weapon such as this:
    Attachment 64306

    and 1 or more effects on the combat tracker such as these:
    Attachment 64305

    When you attack and do a critical the following happens:
    Attachment 64307

    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?
    I realize that this is quite late but adding a range (melee, ranged) to the damage is what's causing it to multiply on critical hits. The engine reads them as a weapon attack and applies critical multiplier rules. Here's what works for me:

    Damage test.jpg

    You can see in chat that the normal damage is applied at melee range, the critical damage, and then a single instance of the fire damage.

    The issue with this method is if there are multiple attacks from the actor, such as claws and a bite, this applies the extra damage to all of them instead of just one. There's an extension in the forge here that adds effects to items (among other things), so you could use that and apply your elemental effects to the weapon specifically. I use that one for this exact situation.
    Last edited by Dark_Soul; October 5th, 2025 at 23:55.

  4. #74
    Kelrugem's Avatar
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    Some weeks ago there was an update how PC tags are processed, like [STR] taking STR effects into account.

    However, since then some other tags seemed to have ceased working: CL and LVL always return 0, regardless of the actual value. Stuff like STR and BAB still seem to work (but I didn't test each single tag )

    EDIT: LVL seems to work actually, I think it was a mistake on my side; but CL is certainly not working anymore, see below
    Last edited by Kelrugem; October 11th, 2025 at 21:57.

  5. #75
    Only the following tags are supported:
    [LVL], [BAB], [CMB], [STR], [DEX], [CON], [INT], [WIS], [CHA]

    I'll ask Dom to look at why LVL would be failing.

    Regards,
    JPG

  6. #76
    Kelrugem's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    Only the following tags are supported:
    [LVL], [BAB], [CMB], [STR], [DEX], [CON], [INT], [WIS], [CHA]

    I'll ask Dom to look at why LVL would be failing.

    Regards,
    JPG
    Thanks a lot

    But there is indeed a CL tag, see also https://fantasygroundsunity.atlassia...Specific-Notes It reads the CL value of the spell class the effect is coming from, and we were using such effects very often in the past because CL is usually more useful/commonly needed than LVL

  7. #77
    Kelrugem's Avatar
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    I just checked the old code: Before the mentioned patch, the function evalAbilityHelper in the effect manager for 3.5e/PF1 also checked the CL tag via:

    Code:
    elseif sShortAbility == "CL" then
            if nodeSpellClass then
                nAbility = DB.getValue(nodeSpellClass, "cl", 0);
            end
    This is now completely gone because the new code now only calls ActorManager35E.getAbilityBonus

    I hope this helps!

  8. #78
    Kelrugem's Avatar
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    Some small update: It seems to be that only [CL] is faulty, not [LVL]. I reentered the lvl in the corresponding character and now it works, also works for the other chars Not sure why it didn't work previously. Thus, only CL got lost in the patch

  9. #79
    Post #75 here would seem to indicate [CL] is no longer a supported tag. If so, might want to update the documentation on the Atlassian page/tab for PFRPG/3.5 Effects.

  10. #80
    [Double post]
    Last edited by Terminsel; October 11th, 2025 at 22:37. Reason: Double Post

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