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  1. #51
    SoxMax's Avatar
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    Mar 2021
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    186
    Thanks for the detailed write up. I finally had time to look into this and there was a problem with how upper/lower casing was being handled in comparisons. I have fixed it so casing shouldn't matter. I believe there's still an outstanding bug that this may exacerbate if you have multiple attacks all named the same, it will use the on hit effects from the first attack that shares a name in the list. Let me know what people think.

  2. #52
    Coder myself, so used to the detailed write ups about issues Just tested it, seems to have fix the issue I was having.

    Thank you very much,
    -Elaith

  3. #53
    Really like it, solved some annoying issues with not be able to apply effects per weapon properly with other extensions so that a ton! Don't know if this is an obvious thing I just don't kow, but is there a way to make the effect stay when the item is moved? It seems to reset when it goes into either a parcel or the item reference window, so there's no way to give stuff out as loot ready-made, I have to build the effects in players inventory.

  4. #54
    Hello,
    Since the latest patch I seem to be having an issue. I am gettiing this error:[1/31/2026 6:42:23 PM] [ERROR] Handler error: [string "..tack-On-Hit-Effects:../weapon_effects.lua"]:138: attempt to index local 'attackName' (a nil value)

    This is currently only happening when I have the Attack on Hit Effects Mod and Extended automation and overlays mod installed, and the creature that is being attacked has a TDMG: X effect. I do not get the error when I remove either mod, or if I turn off the TDMG effect. I am guessing it is The Attack on hit mod conflicting, just due to the error, but it could be something on both ends, thus I am posting in both forums. The TDMG effect still works regardless of the error, but it can be quite annoying if the error message keeps popping up.


    EDIT: This is regardless of if I have an Attack-on-Hit specified in the attacker weapon/attacked creature.

    Thanks,
    Elaith
    Last edited by Elaith; February 1st, 2026 at 01:00.

  5. #55
    Seems like this isn't working? The extended automation and overlays is currently not working so I'm not running that.
    My current test has:
    Advanced effects, better combat effects and attack on hit effects.

    All I did was add a simple DMG: 2 to the weapon on the actions tab. It ignores it. If I put it as a generic effect on the item in the inventory page the DMG: 2 applies to everything (as it should) and works. I did that to verify my effect coding was correct.

    Running 5.1.9

    Doesn't seem to be throwing any errors as listed above.

    As a side point, with the advanced combat effects is this really needed since you can now apply the effect to be on hit or damage etc?
    Last edited by celebrindal; May 18th, 2026 at 04:03.

  6. #56

    Attack on Hit Effects v1.1.4 appears to fail silently in current FGU PFRPG / 3.5E

    Pull request with suggested updates and edits has been submitted to SoxMax.

    He will likely update when it is convenient.

    Updated - 09/05/2026
    Last edited by Rhydion; May 29th, 2026 at 23:22.

  7. #57
    Just patched this extension, and pushed a new build to the Forge. Please run a Check for Updates to get the latest.

    If you manually installed, you'll need to delete FG-Attack-On-Hit-Effects.ext from your FG data folder under extensions subfolder, and subscribe from the FG Forge.

    Regards,
    JPG

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