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  1. #41
    @Moon Wizard is there a better thread for me to post my items regarding the changes you implemented for Kelrugem's extension?

  2. #42
    Quote Originally Posted by dllewell View Post
    @Moon Wizard is there a better thread for me to post my items regarding the changes you implemented for Kelrugem's extension?
    I'd post in the stickied 3.5 Official 3.5e Bug Report Thread.

  3. #43
    Sorry - Operator Error... Disregard.

    Thank you for working on this temp fix!

    Quick question - is the FORTIF/VSFORTIF code working? I saw an older post in this thread that implies it should, but I can not get it to function. I see on the list of updates, that FORTIFY was added. Did the syntax change?

    Thanks in advance!

    Rob
    Last edited by RobboNJ69; July 9th, 2026 at 21:07. Reason: Stooopid mistake.

  4. #44

    Join Date
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    No worries - thanks for the update

  5. #45
    Yeah, so... It seems the extension works best when it is installed. Funny how that is.

    To quote Douglas Adams...
    "A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools."

  6. #46
    @Svandal,
    * Working on adding [SDC] variable evaluation support to 5E, PF, 3.5E, ... as a base feature.
    * IF: TAG(...) support will be in the rewritten PF - Extended Automation extension.

    @dllewell,
    * The SR effect tag is being incorrectly doubled; will be fixed in next ruleset update.
    * You are correct. FORTIFY effect tag is not affecting precision damage, only "negates" criticals. Will need to revisit to get it to apply to precision damage too.
    * Will need to investigate why "IMMUNE: precision" isn't working.
    * This thread is fine for reports for now.

    @rogerv,
    * FORTIFY is a new effect tag that does not take descriptors; it is specifically for applying standard fortification logic (i.e. negate critical and precision damage) Still needs work as I mentioned to dllewell.

    @RobboNJ69,
    * FORTIF will be going away (and is part of current extension); FORTIFY is the built-in tag in PFRPG/3.5E rulesets. It currently affects criticals, but not handling precision, as noted above.

    Regards,
    JPG

  7. #47
    Quote Originally Posted by Moon Wizard View Post
    @RobboNJ69,
    * FORTIF will be going away (and is part of current extension); FORTIFY is the built-in tag in PFRPG/3.5E rulesets. It currently affects criticals, but not handling precision, as noted above.
    Thanks for the fast response, as always, Moon.

    Will the VSFORTIF functionality be carried over to the ruleset as well?

    Specifically, with the current extension (and so I'm not assuming all that FORTIFY does):
    'FORTIF: 50' would require a roll of 50 for a crit to be applied.
    'VSFORTIF: 20' would add 20 to the roll to overcome the FORTIF score.

    Thanks!

    Rob

  8. #48
    I was just looking at this today; and will be adding an @FORTIFY to complement FORTIFY. Additionally, FORTIFY positive values will be compared for maximum, while negative values will reduce the fortification value. Look for this next week, along with some other enhancements.

    Regards,
    JPG

  9. #49
    Quote Originally Posted by Moon Wizard View Post
    will be adding an @FORTIFY to complement FORTIFY.
    Outstanding! Enjoy your weekend, JPG.

    Rob

  10. #50
    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.

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