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October 20th, 2022, 11:30 #131
I'm not even sure how that would look... CoreRPG does not define much about a spell structure, and if I recall don't PF spells already have different spells for different levels ? ( Or im thinking of starfinder... I've not had coffee yet !! )
The basic concept probably could be done, ie adding the 'lvl[n]' processing into the damage/heal text of an effect. But a lot of this extensions is actually the parsing of the text in a spell for the 'at higher level' and processing the wording to create the required result. ( And 5e lumps this into one spell text description... I'd prefer to see multiple spells like in other systems to higher level casting. )
I'll think about it but its not a ruleset I use.
-peteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 20th, 2022, 11:31 #132
I've just grabbed this extension off forge from the link you provided, thanks..
I'll take a look and see which extension is conflicting with which. Is possible mine sits on top of this one and I can deal with conflict, or it might be the other way and MeAndUnique might have to fix it...
-peteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 20th, 2022, 12:02 #133
I've had a quick look, and I'm either not using the extension correct or it has other bugs, but it seems it does not keep the FIXINIT all the time anyway !!
When I added the effect onto a creature, it did set its init value to the one in the effect... But on a 'roll initiative' menu selection it just rolls its own initiative anyway. ( See attached.. )
test.JPG
As you can see I only have this one extension enabled on this screen shot, as I like to replicate the issue first to understand it. But since it already is failing in basic testing on its own, and its a new(ish) extensions, my guess its its still settling.
I'll do some tests with my extension also added, as I'd guess even adding the initial effect might not set the init value. Is this the case you are seeing, or is it more like my attached that after a roll init it has invalid values ?
-pete
EDIT: tested with my extension also loaded, and see the same issue as without...
When adding the effect onto a creature its init value is set as expected.
test2.JPG
And then on a roll init the init value changes, same as without my extension.
test3.JPG
So either im using the extension wrong, or its got a setting I've not configured ?
But to me it looks like just a bug in the original extensions.. Unless you are reporting a different failure mode when combined with my extension.
-peteLast edited by bratch9; October 20th, 2022 at 12:14.
Forge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 20th, 2022, 17:45 #134
- Join Date
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Hi pete,
Thanks for digging into it. Your conclusion about the menu reroll interaction is correct, and M&U is looking into it.
However, let's throw another extension into the mix: Advanced Effects, which lets me prepopulate effects on the NPC sheet before it lands on the CT. When I use this and set FIXINIT for a NPC (such as a lair action NPC always locked at 20), and drop the record onto the CT, the order is correct but the displayed number is incorrect only when this spell damage extension is included as well.
init.jpg
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October 21st, 2022, 10:48 #135
Thanks, I'll take a look at this combination.
With the 4.3 drop I'm expecting a few conflict issues to show up and the odd glitch.
Also the effects dont normally evaluate on 'add npc' type, so I guess thats forced in with the extensions, so probably just requires me to check and call into the extension to re-link that bit of code. As my extension can skip some of the ruleset code due to how it has to interact, so its probably a couple line fix once I figure out just what is going on.
-peteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 21st, 2022, 13:30 #136Forge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 21st, 2022, 22:38 #137
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February 12th, 2023, 04:49 #138
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It seems like, with the latest update, Better Combat Effects Gold breaks this extension for some reason...
Last edited by Fingersome; February 12th, 2023 at 04:56.
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February 12th, 2023, 13:04 #139
I dont have the extension to test with, was it working before its previous update ? ( Since advanced spell damage has not been updated for a while.. )
I'd guess the bceg has added more encoding/decoding that needs to happen around the spells... Its possible the likes of 'lvl5' added for spell level is not passing its parsing process...
Could you give some screen shots as to 'what is not working ?' ( ie is the level select on player not working, or on npc or in CT, is the spell parsing not working so you dont get the extra dice and lvl? class markers... does all the ui and spells work, but when 'rolled' the process is not selecting the correct number of dice ?????? )
It would help to know more, with some contrasting images of 'working spells' and not working with 'spells and bceg' and what is wrong.. ( ie box around mistake or some words etc.. )
The bceg is now part of grimpress by the looks ?
your report on the bceg thread got a response of 'Its probably related to Capital Gains. I have a fix that will be up tomorrow.' from 'rhagelstrom'... so let me know if this update fixes it or not..
thanks, PeteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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February 15th, 2023, 23:16 #140
I can give you an example, as I noticed the same issue just half an hour ago in my game:
Screenshot 2023-02-15 232353.png
The Warlock in this screenshot casts Hellish Rebuke using a lvl 3 spell slot, the damage of the spell is calculated as if it was a lvl 9 spell slot.
It worked until the previous version of BCEG, so probably something that was changed in that extension recently.
EDIT: edited to upload a better screenshot of a test I did disabling ALL the extensions except BCEG and Advanced Spell Damage.Last edited by Lo Zeno; February 15th, 2023 at 23:26.
Please vote these quality-of-life features for Fantasy Grounds Unity:
Human readable titles in FGU Updater - 'Staging' state of die rolls (modify results after dice are rolled, but before FGU evaluates the result, for things like Bardic Inspiration) - Multi Screen Support - Let players control friendly NPC tokens - Customizable duration of fog of war
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