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  1. #51
    Monk first for me please.
    Graphil

    There are two secrets to life: 1) Don't tell everything you know...

  2. #52
    I am having issues getting the Instinctive Pounce to prop when pressing the Rage. I am using the exact coding DMG:[HRAGEDMG]; etc. But when applied to the Combat tracker the HRAGEDMG is not converting to a number, thus likely not prompting the Instinctive Pounce. Any assistance is appreciated. pounce prompt.png

  3. #53
    All other functions are working as depicted in the video
    Attached Images Attached Images

  4. #54
    Quote Originally Posted by elblade121 View Post
    I am having issues getting the Instinctive Pounce to prop when pressing the Rage. I am using the exact coding DMG:[HRAGEDMG]; etc. But when applied to the Combat tracker the HRAGEDMG is not converting to a number, thus likely not prompting the Instinctive Pounce. Any assistance is appreciated. pounce prompt.png
    Hi there! Thank you for reaching out and for providing the details.

    Since the `[HRAGEDMG]` tag isn't converting to a number in the Combat Tracker, it means the core effect parsing is getting interrupted before my extension can read it. Because this works natively with the base FGU ruleset, I heavily suspect this is a compatibility issue with another extension you might be running that alters how effects or damage are parsed.

    Try loading up your campaign (or a fresh test campaign) with only the Barbarian Class Automation extension enabled, and see if the Rage and Instinctive Pounce trigger correctly.

    If it works perfectly without the others, try turning your other extensions back on one by one (or in batches) to see which one breaks the automation.

    If you manage to discover exactly which extension is causing the conflict, please let me know! I can then look into whether a compatibility fix is possible on my end.

    Let me know what you find!

  5. #55
    On a fresh campaign with no extensions, the Instinctive Pounce did prompt, but the DMG on the Combat Tracker was still absent. Instead of the DMG: 2 it just showed DMG:;

    The Extension that prevented prompting Instinctive Pounce is the Grimpress 5E Extension: Generic Actions. The removal of that extension also allowed the [HRAGEDMG] to work correctly.
    Last edited by elblade121; May 26th, 2026 at 22:35.

  6. #56
    Generic Actions is a biggie, need to make it play nice with that one as that also controls Generic Action Layers.

  7. #57
    Quote Originally Posted by elblade121 View Post
    On a fresh campaign with no extensions, the Instinctive Pounce did prompt, but the DMG on the Combat Tracker was still absent. Instead of the DMG: 2 it just showed DMG:;

    The Extension that prevented prompting Instinctive Pounce is the Grimpress 5E Extension: Generic Actions. The removal of that extension also allowed the [HRAGEDMG] to work correctly.
    Hi elblade121, thank you so much for taking the time to test this on a fresh campaign and isolate the conflict.

    I was able to track down the root of the problem on my end. I have just pushed a new update (v1.0.1) for the Barbarian Class Automation to the Forge, which should fully resolve this issue and make it play nicely!

    Just run a quick "Check for Updates" on your Fantasy Grounds launch screen to grab the latest version. Let me know if everything triggers correctly for you now with your normal setup!

  8. #58
    I also think that SR fixed the issue with Generic Actions as well. So all looks to be working here.

  9. #59
    FYI - I'm not sure if much can be done to eliminate the conflict but the Rogue Automation extension conflicts with @wrandalljr4, WOB: Savage Attacker extension. I'm hoping that these can be made to play nice but part of that extension has some Rogue automation in it also (and a bunch of other useful functions)...

  10. #60
    Quote Originally Posted by Dax Doomslayer View Post
    FYI - I'm not sure if much can be done to eliminate the conflict but the Rogue Automation extension conflicts with @wrandalljr4, WOB: Savage Attacker extension. I'm hoping that these can be made to play nice but part of that extension has some Rogue automation in it also (and a bunch of other useful functions)...
    You can cut off the Rogue Automation from Savage Attacker in the Options for the game, which lets it play nice with this extension.

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