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February 27th, 2019, 17:26 #41
- Join Date
- Jan 2017
- Posts
- 160
Is this functionality going to be merged into the Vitality/Improved Criticals combo extension as well? If not,is there a way to take advantage of this new update and still use vitality?
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March 2nd, 2019, 20:56 #42
OK.. Maybe I'm missing something, but even with my extension disabled, the MAX modifier doesn't seem to work. When I select the "Critical" button, it rolls critical damage, but when I select "Max" or "Critical" AND "Max" it doesn't Max it.
With or without my extension enabled, Half works fine.
Is the MAX modifier broken?Last edited by TheoGeek; March 2nd, 2019 at 21:04.
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March 2nd, 2019, 23:39 #43
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March 3rd, 2019, 07:15 #44
I just tested it with no extensions loaded, MAX works just fine. 2D6+2 MAX CRITICAL returned 4x 6s for a total of 26 damage. 2d6+2 MAX returned 2x 6s for a total of 14 damage.
EDIT:
With just your extension loaded, MAX does not work at all. That is because your mod replaces the onDamageRoll function (which handles MAX) in manager_action_damage.lua.Last edited by deer_buster; March 3rd, 2019 at 07:21.
aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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March 3rd, 2019, 07:51 #45
If you replace your existing ImprovedCritical code with this, it should work fine...NOTE: It does not have the changes from anything after v3 of your extension...
Code:function ImprovedCritical(rSource, rRoll) -- Handle max damage local bMax = rRoll.sDesc:match("%[MAX%]"); local bCrit = rRoll.sDesc:match("%[CRITICAL%]"); if bMax then for _,vDie in ipairs(rRoll.aDice) do local sSign, sColor, sDieSides = vDie.type:match("^([%-%+]?)([dDrRgGbBpP])([%dF]+)"); if sDieSides then local nResult; if sDieSides == "F" then nResult = 1; else nResult = tonumber(sDieSides) or 0; end if sSign == "-" then nResult = 0 - nResult; end vDie.result = nResult; if sColor == "d" or sColor == "D" then if sSign == "-" then vDie.type = "-b" .. sDieSides; else vDie.type = "b" .. sDieSides; end end end end end if bCrit then for _,vDie in ipairs(rRoll.aDice) do local sSign, sColor, sDieSides = vDie.type:match("^([%-%+]?)([dDrRgGbBpP])([%dF]+)"); if sDieSides then local nResult = vDie.result; if sDieSides == "F" then nResult = 1; else if sColor ~= "g" and sColor ~= "G" then nResult = tonumber(sDieSides) or 0; end end if sSign == "-" then nResult = 0 - nResult; end vDie.result = nResult; end end end decodeDamageTypes(rRoll, true); end
aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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March 3rd, 2019, 14:02 #46
Yeah, the MAX modifier works fine with my extension enabled (as of the update I made last night - v 1.6), and it also works when my extension is not loaded at all.
However, when my extension is loaded but disabled (via the settings option), it executes this code ...
ActionsManager.registerPostRollHandler("damage", onDamageRoll);
... which I believe is the default handler. At that point, my extension does not execute (as evidenced by some debug code I add) at all, and damage works normally then, but MAX stops working. HALF continues to work.
Any clues there?
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March 3rd, 2019, 18:09 #47aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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March 3rd, 2019, 18:33 #48
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March 5th, 2019, 13:58 #49
- Join Date
- Jan 2015
- Location
- Grand Rapids, MI
- Posts
- 136
I just got to looking at the recent changes, including how you added options for this mod. You sir, are freaking amazing. I love the customization of this mod!
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March 7th, 2019, 01:48 #50
- Join Date
- Aug 2016
- Posts
- 17
Thanks Theogeek, for updating. I like the more verbose text in the chatlog, and now Critical and Max work perfectly. But the 5e HALF modifier button doesn't work for me whether I load the extension or not. Weird.
What results do you see? An example from my chatlog:
[DAMAGE] Claw [HALF] [TYPE: slashing (2d6+7=16)]
(that's 2d6 roll of 6 and 3)
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