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July 5th, 2026, 11:59 #31
[7/1/2026 4:34:51 PM] [ERROR] Handler error: [string "BetterCombatEffects:..nditional_dnd_bce.lua"]:472: attempt to index local 'rRoll' (a nil value)
Getting this as GM with normal attacks, although the damage is applied.
Otherwise works really well, will report further after gaming session.
No other issues.Last edited by XenusUk; July 5th, 2026 at 19:00.
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July 5th, 2026, 15:35 #32Warrior-Priest
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Yeah this was going on with healing in addition to it not applying it correctly. The extension mentioned in the error though is the Better Combat Effects and I have reported this on that thread. I'll test to see if it also affects attacks if I have time.
Edit: Tested damage and it also throws the error. It seems to occur while running both BCE and this extension, updated my post on that thread too.
Edit 2: Conflict seems to be more with this extension, may be beyond the scope depending on whether you BCE or not. /console skip could take care of this in the meantime since it doesn't seem to have any other effect.Last edited by FGMax; July 6th, 2026 at 16:06.
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July 6th, 2026, 19:46 #33Warrior-Priest
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Today, 00:46 #34Warrior-Priest
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Thanks for that, BCE does good stuff too. One of my players discovered something in their own campaign.
[7/7/2026 7:37:46 PM] [ERROR] Script execution error: [string "..mation-and-overlays:..manager_combat2.lua"]:1285: attempt to get length of field 'dice' (a nil value)
I was able to reproduce the above but not also a Handler error on the same line related to rolling a weapon's damage when it has an extra damage field with just a flat bonus and no dice. (1 fire damage bonus field)
This is pretty niche but there it is.
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Today, 02:17 #35SmiteWorks
Supreme Deity
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Just a heads up that I implemented several of the effect tags and special ability automations that Kelrugem's extension used to do into the PF/3.5E ruleset with today's update.
Regards,
JPG
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Today, 10:50 #36Patriarch
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That is great work Moon Wizard. Fantasy grounds have improved a lot with the updates the last couple of months, and now for us who love automation I fo not need to worry that much about some of the extension authors abandoning some of the essential extensions.
wish 1 implementing SDC
I do have a couple of wishes. When implementing the ongoing saves from better combat effects it would be a HUGE help if the [SDC] that worked in 5th edition but was never implemented in pathfinder/3.5 could be implemented. Sdc is to get the save from the character sheet.
Hold person could then look like.
Hold person; paralyzed; SAVEOE: [SDC] will; SKIPTURN
That would be great for getting everything into a spell module that works for everything.
Now it need to be implemented individually for every charcter, like this for a wizard
Hold person; paralyzed; SAVEOE: 13 [int] will; skipturn
And for a cleric, it would be 12 [wis] since it is level 2 spell for a cleric and cleric uses wisdom.
wish 2 iftag
And the next wish that we are using in every single campaign is the kels iftag effect.
That is really helpfull to provide dwarf saving throws vs spells, and extra save vs poison
And since the dc is already implemented, I do not think the dc effect is that usefull without the iftag. Then we can do iftag evocation; dc:1 in order to automate the feat that grants extra dc to one school.
wish 3 CL effect
And the CL is also great then. Iftag: conjuration; cl: 1 is very helpfull to avoid having to do an extra casting class in combat tab just to implement those effects correctly
continue the great work
This was a wishlist, but also me posting my appreciation on fantasy grounds implementing more automation, which is in my opinion the strongest case for using fantasy groundsLast edited by Svandal; Today at 10:52.
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Today, 17:03 #37
Brilliant news. Thank you for all your hard work.
The SR effect does not seem to be working correctly.
It doesn't appear to be taking into account the Caster's Level. it only seems to be using the dice roll.
In this example I have set the SR to 10.
The CL Check rolls a 6 but has a +13 bonus due to caster level. For a total of 19. Which should overcome the SR but doesn't
Last edited by dllewell; Today at 17:05.
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Today, 17:24 #38
It doesn't appear that FORTIFY works with precision damage.
I have the effect 'Sneak Attack;DMG:5d6 precision' on the attacker. And the effect 'FORTIFY:75 precision' on the target.
But the fortification roll is not made.
UPDATE
Actually, this might be because the 'precision' damage type isn't being handled. I'm not sure if that is a true statement. But when I apply the effect 'IMMUNE: precision' to the target, the precision damage is still being applied.Last edited by dllewell; Today at 17:57.
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Today, 23:02 #39Warrior-Priest
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@FGMax your friend's issue with a damage component with no dice is now resolved
@Moon Wizard - thanks for the heads up, it will take some time to try and work out what can be retired from the Kel code given the nature of how it replaces significant portions of core code with the core code with Kel magic mixed in in so many places. But I think the ultimate resolution of how to find a way for Kel's really indispensable functionality like IFTAG to be implementable by extension rather than replacement of code (or for it to be incorporated into the ruleset) is a discussion for you and Kel to have. (Happy to throw in my thoughts/help on that if it would be of benefit)
@dllewell - I am guessing that your reports relate to the ruleset changes to add some of the Kel functionality without this extension running. When trying SR with this extension it does seem to correctly factor in caster level. Also with the fortification issue it all seems to run ok with this extension n.b. with the effect for Kel code being 'FORTIF:75 precision' not FORTIFY
updated download in post #1
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