DICE PACKS BUNDLE
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  1. #1271
    Kelrugem's Avatar
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    Quote Originally Posted by RobboNJ69 View Post
    No need to apologize, Kel! You are doing everyone a huge favor by coding and maintaining these extensions. Thank you for your time!

    And congrats on surviving the bureaucracy and getting your wife moved in!

    Rob
    hehe, thanks for the words

  2. #1272
    Kelrugem's Avatar
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    Dear all,

    I spent today but also the last weekend quite some time fixing the [CL] tag problems, and I realized: It seems to be only a problem with CL! STR and stuff like that still works, and now I tested the simply [CL] tag in a blank campaign: It ceased working

    So, the tag problem you are seeing is actually not a problem with my extension as far as I can see. Sorry, for the delay in looking into this, otherwise I could have reported that to Smiteworks much earlier Since the [CL] does not work at all, any variation of it won't work either. I will report it in the bug thread!

    (phew, so like the previous issue some months ago, gladly again not an issue from my side; I already started worrying about my extensions, because it took me some time to realize this )
    Last edited by Kelrugem; October 11th, 2025 at 14:12.

  3. #1273
    Kelrugem's Avatar
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    I just updated the extended automation extensions

    Attacking a creature with regeneration in 3.5e using StrainInjury caused an error; fixed

    And:

    Quote Originally Posted by rmilmine View Post
    Not sure where the bug is for what I've found.

    I have the following effects:

    IFT: nodex; Sneak Attack; DMG: 1d6 precision
    NIF: CUSTOM(Sneak Attack); IF: CUSTOM(flanking); DMG: 1d6 precision

    Now these work for some status effects that a character looses dex bonus but not all of them.

    I'm using two things for testing these
    https://fantasygroundsunity.atlassia...d+3.5E+Effects
    https://aonprd.com/Rules.aspx?ID=413

    I don't see any mention of dex loss on the fantasy grounds status effect list, but it's there on the aon status effects.
    So aon has the following status effects loosing dex.
    Blinded, Cowering, dying, Flat-footed, Helpless, Invisible(target losses dex bonus if attacker is invisible), Pinned, Stable, Stunned, Unconscious

    The above status effects that work with IFT: nodex;
    Blinded, Flat-footed, Helpless, pinned, stunned, Unconscious

    The above status effects that don't work with IFT: nodes;
    Cowering, Dying, Invisible, Stable

    Comments:
    Cowering says "A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)." So it should be loosing it's dex for nodex to detect, but the Cowering in the documentation for fantasy grounds, only mentions the -2 to AC. So not sure on this one where the bug is.
    Dying and Stable. There are feats that can keep someone awake when dying, so I guess these work correctly as it's the Unconscious status that is working. This means that a dying or stable individual would also have to have Unconscious put on them to be accurate.
    Invisible is a tough one it's the attacker that is invisible, but the defender looses it's dex. Again I don't know if Invisible is taking away dex from the target or not, and don't know if the bug if there is one is in the status effect or in IFTL nodex?

    Thoughts?
    I also added the missing effects to the nodex stuff Except invisible: As described on the forge page, nodex is currently not able to check the attacker for such effects, my previous attempts to code this lead to stack overflow issues

  4. #1274
    Kelrugem's Avatar
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    I reported the erroneous CL and LVL tag here: https://www.fantasygrounds.com/forum...l=1#post752167
    In case you soon have a game, then I can also add a fix for this in my extension, but superteddy is already looking into it

  5. #1275
    Quote Originally Posted by Kelrugem View Post
    I reported the erroneous CL and LVL tag here: https://www.fantasygrounds.com/forum...l=1#post752167
    In case you soon have a game, then I can also add a fix for this in my extension, but superteddy is already looking into it
    As always thank you for your work, and the update. As as you stated, I use CL far more often than LVL

    Thanks,
    -Elaith

  6. #1276
    Quote Originally Posted by Kelrugem View Post
    I reported the erroneous CL and LVL tag here: https://www.fantasygrounds.com/forum...l=1#post752167
    In case you soon have a game, then I can also add a fix for this in my extension, but superteddy is already looking into it
    Interesting, hadn't messed around with CL and LVL separately to notice that. Hopefully they'll continue to use that function as its pretty useful. I don't how fiddly it would be for you to put a hotfix in for this, I'm somewhat willing to be patient so things don't get messy. Thanks for checking it out and hope you're enjoying Germany so far, have family there.

  7. #1277
    Kelrugem's Avatar
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    Thanks for the words you two With some luck today's Tuesday update reintroduces CL; just a little warning ahead: I may need to update my extension correspondingly to reintroduce CL; I try to do that as early as possible (and if CL does not return, which is very unlikely, it would not be difficult to bring it back)

  8. #1278
    Kelrugem's Avatar
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    I just quickly updated my extensions for implementing Superteddy's changes in 3.5e/PF1 regarding the CL effect Now everything should hopefully work again regarding that type of effect

  9. #1279
    Everything appears to be working as it should again. Thanks again.

    -Elaith

  10. #1280
    CL works for PCs now but still does not work for NPCs.

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