Refer a Friend
Page 134 of 139 First ... 34 84 124 132 133 134 135 136 ... Last
  1. #1331
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Göttingen (Germany)
    Posts
    4,475
    So, now I checked quickly: I didn't change any code in that regard, and I also just checked the base ruleset: DR is also affecting untyped damage rolls in the base ruleset!

    Except one damage die: Create a spell with a damage die and make sure the damage die's definition says that it is spell damage; (alternatively use spell as damage type) in this case the DR will not affect the damage dice. I think this is also what Asgurgolas meant

    Maybe this is why it worked for you in the past: You used spell damage types? I see that you do not want to use that in this use case, but I am afraid that the way it is coded right now works only like this.

    But since you use my extension: Can you try adding drbypass as damage type instead? That should do the trick, I hope

  2. #1332
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Göttingen (Germany)
    Posts
    4,475
    Quote Originally Posted by Elaith View Post
    Hrmm, it may not be you mod specifically, as it would appear the even the base ruleset treats DR: 20/- as blocking untyped. You used to be able to make a weapon, and if it has no damage type, it would bypass flat DR, does not seem to do that anymore, which is a bummer, i'll post something in house of healing as well. As in theory, untyped damage should bypass damage reduction, even if it is coming from a weapon - was a way to simulate a brilliant energy weapon.

    Not sure if there is anything you can do on your end or not, but I'll at least let the FGU devs know, and maybe that will solve the root issue.

    -Elaith
    Oh, sorry, didn't see your most recent answer See my answer above

    (but yes, the base code always behaved like that, but I hope my suggested solution using drbypass as damage type works; though it is only a solution working with my extension)

  3. #1333
    drbypass does work, thanks, totally forgot about that option, as I was thinking it needed to be DMGTYPE: drbypass, but TDMG: 2d8 drbypass, melee is working - so thanks. And the untyped damage used to bypass DR flat, as I remember spending an hour wondering why attacks were bypassing my DR in the past hah. I did not use spell in past, as it was on a melee weapon - so just meant weapon did not have a damage type added (slashing, piercing, bludgeoning) and was bypassing flat dr in the past, which is why I remember it bypassing dr. And your TDMG function has been working fine as untyped - just recently noticed it. Nevertheless, you already had a fix implemented, so that will work. I'll see what the FGU devs say, as per pathfinder 1e rules, untyped damage should not be blocked by DR - but I guess in terms of actual pen and paper - it was never referred to as untyped alot of the times, often a sword of light (brilliant energy) or flame strike was half fire and half holy - buy holy is not a pathfinder 1e damage type. Not sure when this changed, but either way, you already had the fix, so thanks for reminding me

    -Elaith

  4. #1334
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Göttingen (Germany)
    Posts
    4,475
    Indeed, you can use drbypass as any other damage type, also in weapon damage entries and so on

    I am just wondering how it worked for you previously, because that part of the code didn't change for a long time; but I saw your other thread, so let's see what Smiteworks will say

  5. #1335
    Quote Originally Posted by Kelrugem View Post
    Thank you The talk went well, I guess

    I think, dllewell was able to upload a fixed version of the remove effect extension You can download it in the corresponding thread

    PS: I also just saw that darrenan is still active here and they will upload the fix on the forge So just a matter of time!
    Mirroring my reply from the other thread. Sorry for the late reply, my table has been on hiatus due to the hospitalization of one of our players. Thanks for the heads up and being involved. Great to see it get fixed up.

  6. #1336
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Göttingen (Germany)
    Posts
    4,475
    Quote Originally Posted by Azure Fang View Post
    Mirroring my reply from the other thread. Sorry for the late reply, my table has been on hiatus due to the hospitalization of one of our players. Thanks for the heads up and being involved. Great to see it get fixed up.
    Oh, all the best to your player! I hope they get better soon!

  7. #1337
    Error: occurred when rolling a skill from a character sheet by picking up dice and dropping it.
    the error did not cause the roll to fail to execute. Double Clicking on the character sheet skill does cause a similar error
    that caused the roll to fail to execute.
    Screenshot 2026-03-01 205556.png
    Screenshot 2026-03-01 204639.png

    Have not done testing yet will get back to you with more info on.
    Last edited by Arimil508; March 2nd, 2026 at 02:10.

  8. #1338
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Göttingen (Germany)
    Posts
    4,475
    Quote Originally Posted by Arimil508 View Post
    Error: occurred when rolling a skill from a character sheet by picking up dice and dropping it.
    the error did not cause the roll to fail to execute. Double Clicking on the character sheet skill does cause a similar error
    that caused the roll to fail to execute.
    Screenshot 2026-03-01 205556.png
    Screenshot 2026-03-01 204639.png

    Have not done testing yet will get back to you with more info on.
    Thanks for the report! I will check out I still have to check compatibilities with recent patches

  9. #1339
    One other thing to add...when loading this extension, the following deprecation message is also recorded in the console:

    s'ActorManager.getTypeAndNode/getTypeAndNodeName - DEPRECATED - 2025-04-22 - Use ActorManager.isPC/isRecordType/getCreatureNode/getCTNode'

  10. #1340
    BUG REPORT FOR Feature: Extended automation and overlays (first! ) ((LINK: https://forge.fantasygrounds.com/shop/items/1/view) (March 3rd 2026)

    Whenever I roll a save or a skill from a PC sheet and NPC sheets, I get an error. Example below

    [3/3/2026 11:34:50 PM] [ERROR] Script execution error: [string "..h alternative icons:..manager_actions.lua"]:19: attempt to get length of field '?' (a nil value)

    the .. is part of the console log. This is my first time reporting a bug so please let me know if I need to post this somewhere else.

    And thank you for all of your hard work!

Page 134 of 139 First ... 34 84 124 132 133 134 135 136 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in