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  1. #41
    Thanks for collecting that data. I'm currently at a loss as to what's going on. Apparently more changed under the hood than I originally thought. This might take a while.

  2. #42
    Quote Originally Posted by TheoGeek View Post
    Thanks for collecting that data. I'm currently at a loss as to what's going on. Apparently more changed under the hood than I originally thought. This might take a while.
    Take your time, I'll be here for another 2-3 hours and later days.

    Im by no means a coder in any extend. Just to throw some ideas and inspire.

    But my take on this is, maximize PC crit dmg setting is breaking something if someone preps a high crit profile / to-hit / crit damage build.
    Maybe checking my Elf Crit xml gives you ideas? It is a legit old 2014 build, even with a crippling useless feat [martial adept] so it's not 100% nuclear.

    If you check it you'd notice that Fighting Style gives me +dmg which may be breaking things for the Maximize setting?

    Whatever the setting do, I also did it in the build I guess. Also consider dmg types: magical (+3), slashing. As I understand the error semantically, it attempts to get length of field of whatever the 'dice' means and can't find it? So, do dmg types have 'dice' tag(?)/whatever that the extensions cant find the length field of?

    Then you just compare with:

    QUICK LINK TO 2026-04 UPDATES.

    Relevant changes:

    dice

    • [DEV][ADDED][CoreRPG+] EffectManager calls added to get effect data, bonus, dice + bonus, descriptor list, and more.

    crit

    • [USUAL SUSPECT] [FIXED][5E/4E/3.5E/13A/D20M/DW/DCC/SD/SF1] Multiple damage effects with same damage type but some include critical effects would not calculate correctly.
    • NOT 5E! [UPDATED][4E/13A] More flexible parsing of damage and critical fields when adding items to PC.

    dmg

    • [ADDED][5E/4E/3.5E/PF1/SF1/13A/D20M] Damage/Heal tags - @DMG (#D#+# type), @HEAL (#D#+#), DMGMAX, @DMGMAX, DMGHALF, @DMGHALF, HEALMAX, @HEALMAX, HEALHALF, @HEALHALF, DMGMULT, @DMGMULT, HEALMULT, @HEALMULT (includes support for negative multipliers to convert damage/heal tags) (all multipliers support optional tags for <range>/opportunity/weapon/spell)
    Last edited by Tempered7; March 21st, 2026 at 05:11.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  3. #43
    I've been wanting to refactor this for a while and make it less complicated. Maybe now's the time.

  4. #44
    Quote Originally Posted by TheoGeek View Post
    I've been wanting to refactor this for a while and make it less complicated. Maybe now's the time.
    I would remove all the maximize settings and leave them as Standard. Good luck and more power to your elbows!

    Note on Turbo added:

    Code:
    <extension name="Turbo"/> This may or may not be the part of APRIL PATCH. All these extensions are loaded in 45 secs without and in 43 secs with Turbo but that's likely my loaded RAM. A control experiment could be done in Live Channel to see if the exact extensions load faster with Turbo to determine if it's integrated in TEST Channel. But my connection is iffy at best so that's for later, when I'm done with the TEST channel.
    Last edited by Tempered7; March 21st, 2026 at 20:31.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  5. #45
    Note on Arcane Ward Extension: My OP updated accordingly.

    CORRECTION: Heal error stems from illahad's Prompt Reactions extension, not this one!


    Code:
    <extension name="ArcaneWard"/> UPDATE: With all these extensions, Arcane Ward has a conflict error when I press self heal [green button], shown in arcaneward-selfheal-err.png. ISOLATED TEST: Only the automation parts of the extension doesn't work. When I press the Arcane Ward button in various Abjur spells, nothing happens, no added HP nor Arcane Ward self-buff. But the good news is that, Arcane Ward has a manual self-heal button but it is calculated INcorrectly for the level 2. I think it doesnt take level * 2 into account? At level 2 with 16 INT, I should have had lvl2*2 = 4 + 3 int bonus = 7 HP but it only lists 3 HP. And the extension adds 3 temp HP.
    Error downstairs is from when all the extension are loaded. Triggers when I press the green HEAL: 3 temp SELF button next to the purple icon in Arcane Ward line under [Class (Wizard)]. For comparison, False Life HP roll triggers the exact error and doesnt add any temp HP.

    arcaneward-selfheal-err.png
    The error is not present when isolated but the miscalculation of self heal and the broken automation is still present.

    Note: In a clean TEST campaign without extensions, False Life works properly.
    Last edited by Tempered7; March 23rd, 2026 at 22:01.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  6. #46
    Good news! Enlarge/Reduce is fixed.
    It doesnt prevent having self buffs / effects anymore. Even when I tried it along with all the other extensions it's still working. My OP Updated.


    EDIT: Also, Note on Name Maker
    Code:
    <extension name="Name Maker"/> ??? There is no "Names" button under Side Bar: Campaign > NPCs window.
    This is what I see in an isolated TEST campaign: Side Bar - Campaigns > NPC
    NPCwindow-no-Name-button.png

    If someone on LIVE Channel could tell me whether Name Maker's 'Names' button in NPC Window is there, it would be great. I cant go back to LIVE until my connection problems are fixed.

    namebutton.png
    Last edited by Tempered7; March 22nd, 2026 at 04:10.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  7. #47
    SavageWorlds v5.17.0 Beta Testing


    New version of upcoming SavageWorlds ruleset is available in Test channel. Main purpose of this development cycle is to keep the ruleset in sync with upcoming CoreRPG 2026-04 release.


    Changed

    • Global effects are consistent with CoreRPG
    • Global effects list opening button moved from effect master list into combat tracker

    Last edited by Tempered7; March 23rd, 2026 at 17:49.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  8. #48
    Name Maker

    Retested just now and it does not appear on the NPC dialog box like it used to. It has been broken for me (2e) for several months.

    (checked the Forums, my report was October 18th 2025)
    Last edited by anstett; March 22nd, 2026 at 15:36. Reason: add note on previous report date
    We do not stop playing because we grow old.
    We grow old because we stop playing.

    www.islandkingdoms.org - My D&D 2e game
    Dragonslayers.space - My Traveller play by post game

  9. #49
    Thanks for checking anstett! I updated my OP.

    I also have other news and a correction:
    Code:
    <extension name="CritsAndFumbles"/> CORRECTION: Works. I confused this with Critical Flavor [which is for crit hits and spells]. This one is for Skills, Concentration, Init.
    <extension name="MissFlavor"/> Works.
    <extension name="CriticalFlavor"/> No text on crit damage.
    <extension name="CriticalFlavor-Spells"/> No text on spell crit damage. Tested it on an unconscious Camel with Eldritch Blast.
    Also I caught a weird anomaly thanks to miss flavor: It said, the unconscious Camel dodged my Eldritch Blast... Probably just a wrong type of flavor text but unconscious effect should have been guarranteed crits afaik?

    unconscious-camel-dodges-EldBlast.png

    Word limit is almost reached in my OP.

    EDIT: Im keeping the list of working ones in post#11
    And I prettified my OP.
    Last edited by Tempered7; March 23rd, 2026 at 17:41.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  10. #50
    "5e Undo Damage / Heal" Testing: My OP Updated.

    ISOLATED TEST: WORKS!

    Freshly created campaign in TEST
    Only 5e Undo loaded.

    Both damage/heal parts works perfectly!

    With all the extensions online:

    - First of all, if any other ext such as Absorb Effect prevent dmg, Undo says "there's nothing to undo". No errors for Undo here.
    - It still doesn't go well with CritFX because the CritFX also has bugs with Life Ledger and other dmg preventing extensions:
    [Absorb-Effect + AdvancedEffects + BetterCombatEffects + Life Ledger]

    When damage preventing extensions removed:

    * It DOESN'T prevent damage attempts by itself among other extensions if I remove all the other dmg preventer extensions.
    - If no dmg has been done by or to anyone, it still says "there's nothing to undo" without errors.
    - Undo damage part of the extension works under these conditions: See !undo-dmg-completed.png
    !undo-dmg-completed.png
    - There is an extension among what's left that prevents self-healing: I will find and isolate it later [to check if undo heal also works with other extensions on]. This'll take a min or two. GOTCHA! Illahad's Prompt Reactions.
    Code:
    <extension name="illahad-ReactionsPrompt"/> Prevents self-heal / healing others [whoever it comes from] such as Acolyte's Cure Wounds, and PC's False Life with an error. See !illahads-reactions-prevents-selfheal-falselife.png
    !illahads-reactions-prevents-selfheal-falselife.png
    - WITHOUT illahad's: 5e Undo heal part works under these conditions.
    Last edited by Tempered7; March 23rd, 2026 at 21:49.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

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