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  1. #1231
    Quote Originally Posted by Kelrugem View Post
    I only tested acid extra damage and had the same issue

    Thanks a lot for writing the report!
    Check out this result.

    I put two effects on the character and did a crit. This results is interesting.

    Screenshot 2025-05-04 191444.png

    So I think I unstand sort of what it is doing here.

    [Effects 2d6+2] is completely wrong, it should be 2d6+1.
    [Type: slashing (1d8+5)] base damage
    [Type: slashing,critical (1d8+5)] is the damage rolled for the weapons critical.
    [Type: acid (1d6+1)] base damage for the effect.
    [Type: acid,critical (1)] It's doing critical damage off the +1.
    [Type: fire (1d6)] base damage for the second effect.
    [type: fire,critical (0)] no + after the dice so 0.

    It's doing a critical on the part after the dice, and only that part.
    Last edited by rmilmine; May 5th, 2025 at 00:26.

  2. #1232
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    Quote Originally Posted by rmilmine View Post
    Check out this result.

    I put two effects on the character and did a crit. This results is interesting.

    Screenshot 2025-05-04 191444.png

    So I think I unstand sort of what it is doing here.

    [Effects 2d6+2] is completely wrong, it should be 2d6+1.
    [Type: slashing (1d8+5)] base damage
    [Type: slashing,critical (1d8+5)] is the damage rolled for the weapons critical.
    [Type: acid (1d6+1)] base damage for the effect.
    [Type: acid,critical (1)] It's doing critical damage off the +1.
    [Type: fire (1d6)] base damage for the second effect.
    [type: fire,critical (0)] no + after the dice so 0.

    It's doing a critical on the part after the dice, and only that part.
    I see, it probably wants to double constant bonusses, and still lists a 0 if there is no extra bonus So, technically not wrong, but it really clutters the chat and I first didn't notice it I certainly have to add some handle to ignore 0 damage bonusses.

  3. #1233
    Say I have a character with a series of effects saying "DMG: 2d6 precision" (maybe sneak attack) "DMG: 2d8 precision" (perhaps a spell or a class ability), then "DMG: 2d10 critical" (a weapon's special ability) and "DMG: 2d8 critical" (let's say a feat).

    As I roll damage for a critical hit, I see the fortification roll being rolled thrice (which leads to see "you stab the dragon precisely in the heart (Critical hit and damage), altough it seems it has scales there too (sneak attack damage negated). Still, your weapon is enchanted to deal more damage on critical and yet it didn't seem to work (critical instance negated), but anyway you know what you're doing so you still manage to pierce it somehow (secondary precision damage not negated)

    XD

  4. #1234
    So it's not applying a arbitrary x2. It's using the crit multiplier of the weapon to the effects.
    I made the weapon a x3 and the +3 and +2 from the two effects I have on the combat tracker were multiplied by 3.
    Screenshot 2025-05-05 144437.png
    Screenshot 2025-05-05 144523.png
    Screenshot 2025-05-05 144328.png

    I'm pretty sure the reason for the way it is doing it is because things that add a single point or two of damage would be multiplied by the crit multiplier of the weapon.
    Power Attack and Weapon Specialization.
    Nothing that I can think of that adds a die of any type or amount is multiplied by the weapon.
    What's different is that if there is a crit and there is just dice it is passing 0 as a crit causing the code for Fortification to roll and negate the dice damage.
    At least I think it is negating the dice damage. need to test that part more.
    Last edited by rmilmine; May 5th, 2025 at 19:50.

  5. #1235
    Hi Kel, it's me again. I swear I only come to you with bad news XD

    Two things currently having an issue with, one I know is in your remit but not sure about the other at present:

    Issue #1: Custom weapons losing set bonuses and defaulting to nil. I have custom sword #1 and when adding the weapon to a character sheet the correct bonuses are being set. However, at random periods, Attack bonus, Damage bonus, Crit range and crit multiplier are also reset to nil/default. I cannot seem to recreate this at will as it seems to happen randomly and without warning. Something is giving me a gut feeling its a bmos issue but I could be wrong.

    Issue #2: Remember the IF: Bloodied pathfinder issue I reported? I know you said it was patched out, but sadly, it is still happening in PF1. Its that same nasty syntax error, for reference, here is the code used: Dead Dodge; IF: Bloodied; AC: [DEX] luck /// Only triggers when placed on a character, bloodied or not.
    As a chilling reminder here is the error log: https://gyazo.com/db954f21298301ac7be34b82cb4a055e

    I wish I could be of more help at least with the first issue. If I figure anything out I will let you know!

  6. #1236
    Quote Originally Posted by Kelrugem View Post
    I see, it probably wants to double constant bonusses, and still lists a 0 if there is no extra bonus So, technically not wrong, but it really clutters the chat and I first didn't notice it I certainly have to add some handle to ignore 0 damage bonusses.
    I think it is wrong. If I have an effect that adds simple number +n and it wants to multiply it by the weapon crit multiplier I'm fine with that as that is probably fine for all or almost all situations, but a ndn+n should not have just part of it multiplied by a critical multiplier. It should in that case be an all or nothing.

    On another note I put in a bug report off of the bug report page for fantasy grounds that I found here and was told to put a bug report in the forum for the 3.5/pathfinder ruleset. So I did that here.

    No response as of yet.

  7. #1237
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    Quote Originally Posted by Asgurgolas View Post
    Say I have a character with a series of effects saying "DMG: 2d6 precision" (maybe sneak attack) "DMG: 2d8 precision" (perhaps a spell or a class ability), then "DMG: 2d10 critical" (a weapon's special ability) and "DMG: 2d8 critical" (let's say a feat).

    As I roll damage for a critical hit, I see the fortification roll being rolled thrice (which leads to see "you stab the dragon precisely in the heart (Critical hit and damage), altough it seems it has scales there too (sneak attack damage negated). Still, your weapon is enchanted to deal more damage on critical and yet it didn't seem to work (critical instance negated), but anyway you know what you're doing so you still manage to pierce it somehow (secondary precision damage not negated)

    XD
    hehe, I see the problem with RP-interpretations! I will see Not that high in my priority right now

    Quote Originally Posted by rmilmine View Post
    I think it is wrong. If I have an effect that adds simple number +n and it wants to multiply it by the weapon crit multiplier I'm fine with that as that is probably fine for all or almost all situations, but a ndn+n should not have just part of it multiplied by a critical multiplier. It should in that case be an all or nothing.

    On another note I put in a bug report off of the bug report page for fantasy grounds that I found here and was told to put a bug report in the forum for the 3.5/pathfinder ruleset. So I did that here.

    No response as of yet.
    Thanks! I hope they adjust it

    Quote Originally Posted by Rhydion View Post
    Hi Kel, it's me again. I swear I only come to you with bad news XD

    Two things currently having an issue with, one I know is in your remit but not sure about the other at present:

    Issue #1: Custom weapons losing set bonuses and defaulting to nil. I have custom sword #1 and when adding the weapon to a character sheet the correct bonuses are being set. However, at random periods, Attack bonus, Damage bonus, Crit range and crit multiplier are also reset to nil/default. I cannot seem to recreate this at will as it seems to happen randomly and without warning. Something is giving me a gut feeling its a bmos issue but I could be wrong.

    Issue #2: Remember the IF: Bloodied pathfinder issue I reported? I know you said it was patched out, but sadly, it is still happening in PF1. Its that same nasty syntax error, for reference, here is the code used: Dead Dodge; IF: Bloodied; AC: [DEX] luck /// Only triggers when placed on a character, bloodied or not.
    As a chilling reminder here is the error log: https://gyazo.com/db954f21298301ac7be34b82cb4a055e

    I wish I could be of more help at least with the first issue. If I figure anything out I will let you know!
    Thanks for the reports!

    Did you only test with my extension? Because it is certainly an issue with one of bmos's extension which I still need to fix. I think ammunition manager or so? Something related to items. Usually this data gets reverted to nil if one reloads the campaign, and someone found out that it is one of bmos's extension

    Oki, that is actually a different stack overflow issue! Did you replicate that just with my extension? Strange that there is an overflow issue with the string or utility manager, but certainly different than what I fixed back then

  8. #1238
    Quote Originally Posted by Kelrugem View Post

    Thanks for the reports!

    Did you only test with my extension? Because it is certainly an issue with one of bmos's extension which I still need to fix. I think ammunition manager or so? Something related to items. Usually this data gets reverted to nil if one reloads the campaign, and someone found out that it is one of bmos's extension

    Oki, that is actually a different stack overflow issue! Did you replicate that just with my extension? Strange that there is an overflow issue with the string or utility manager, but certainly different than what I fixed back then
    Ah if you hasn't fixed the bmos stuff yet, as I thought you had, then that would be why :P I swear you did it, but am obviously mistaken XD

    I will do some more testing with the latter once I find some spare time, probably tomorrow XD

  9. #1239
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    Quote Originally Posted by Rhydion View Post
    Ah if you hasn't fixed the bmos stuff yet, as I thought you had, then that would be why :P I swear you did it, but am obviously mistaken XD

    I will do some more testing with the latter once I find some spare time, probably tomorrow XD
    hehe, no worries

    Yeah, my time management is difficult I am actually much more active in FG now, but now I run many more campaign sessions, so I need most of my time preparing my campaigns I try to look at bmos's code, but reading someone else's code takes a bit of time I realized

  10. #1240
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    FG got updated to address the problem rmilmine discovered

    So, I updated my extensions, too, to include this patch

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