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  1. #51

    Join Date
    Apr 2012
    Location
    North Yorkshire, England
    Posts
    58
    Quote Originally Posted by FGMax View Post
    Thanks @rogerv for the attack no damage dice fix. Related to it though and I just tested again with this latest fix, I get

    [7/11/2026 7:09:40 PM] [ERROR] Script execution error: [string "..mation-and-overlays:..r_action_damage.lua"]:843: attempt to get length of field 'dice' (a nil value)

    when I attempt an extra damage field with no dice on a weapon attack, 1 fire damage on a critical, forced or otherwise.
    Hi @FGMax - issue for a weapon damage component with no dice on a critical is now also fixed

    Updated download link in post #1

  2. #52
    Good Morning! Any chance of the "CRIT: (N)" combat modifier being moved over to the core system?

    Thanks,
    Rob

  3. #53
    Are you just looking for CRIT to override the critical attack roll threshold? That's what it does in 5E.

    That doesn't exist in Kelrugem's extension; though "KEEN" was implemented in the 3.5E/PF base ruleset already based on it's existence in K's extension.

    Regards,
    JPG

  4. #54
    Quote Originally Posted by Moon Wizard View Post
    Are you just looking for CRIT to override the critical attack roll threshold? That's what it does in 5E.

    That doesn't exist in Kelrugem's extension; though "KEEN" was implemented in the 3.5E/PF base ruleset already based on it's existence in K's extension.

    Regards,
    JPG
    Overriding the CRIT threshold - yes, if possible. I figured I would ask since so much of the combat mechanics seem to have been updated to the (much more comprehensive) 5E system. I thought it might be an easy change or perhaps already in the works.

    I know it doesn't exist in Kel's extension, so if that's a problem, I totally understand.

    Rob

  5. #55
    @dllewell,

    I've fixed the SR calculation so that SR effects are no longer doubled. I also updated fortification handling to handle "precision" damage as well.

    Please run a new Check for Updates.

    Regards,
    JPG

  6. #56
    @RobboNJ69,

    I also added support for the "CRIT" effect tag, in addition to the "KEEN" tag that was already available.

    Regards,
    JPG

  7. #57
    Quote Originally Posted by Moon Wizard View Post
    I also added support for the "CRIT" effect tag, in addition to the "KEEN" tag that was already available.
    You're the best! Thanks for all the personal attention and time you put into the system. FG gets better every day.

    Rob

  8. #58
    I was playing last night and noticed that effects that previously worked like Ray of Enfeeblement; STR: -1d6 [d2CL5] didn't, now I did change the -1d6 to [-1d6] and that worked but no it longer fires the calculation of d2CL5 courtesy of BCE and Kelrugem's (Currently RV's) extended automation. Obviously this is a combination of BCE and that, but is it still possible with the syntax changes or if not, can it be changed to work again?

  9. #59
    I did not see this in the extended automation coding from the Full Overlay package that I've been working with; nor in BCE. Not sure where that code support might have originally resided.

    Regards,
    JPG

  10. #60
    I think I recall dice being a variable for attributes coming from BCE and the CL formula coming from the automated extension, I've written many spells this way and pretty much all of them haven't been updated since the ruleset changes. I might be able to better confirm and test later.

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