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Fantasy Grounds 'Advanced Weapon Damage' extension

Fantasy Grounds 'Advanced Weapon Damage' extension

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Fantasy Grounds 'Advanced Weapon Damage' extension for use with 'Fantasy Grounds VTT'

This extension add effect style control direct onto the damage line for a weapon.

Also included is support for 'off handed', '2 handed versatile' support, auto parsed from weapon when dropped onto the character sheet.

Under the 'weapon meta' data options for the 'fighting styles' and 'dual wielder' feat.

Below are examples of a few swords coded, see the included 'mod' with extra instructions and more example weapons.

Show is an example damage result from the 'Sun Blade' coded to automatically roll the extra 1d8 'undead' damage, and the result of this on an 'undead' and non 'undead' creature showing the correct damage going to the require creature.


Fantasy Grounds Forum (Cut'n'Paste):

Update to v2.3, v2.4

  • Update for ruleset changes

Update to v2.2

  • Added fix for DMGO.
  • Possible fix for conflict with 'ConstitutionaAmendments' extension

Update to v2.1

  • add finesse pick best STR or DEX for melee/thrown.

Update to v2.0

  • Fix for mod-box drags onto CT damage.

Update to v1.9

  • Update required from FG rule set structure changes.

Update to v1.8

  • Added support for Theogeek ImprovedCritical extension.

Updated to v1.7

  • Added 'and' and 'or' logic support.  ( eg 'slashing, type(undead) and size(>m)' in weapon damage lines. )
  • RULESET 5E only, Added 'reroll[N]' support per damage line.  ( eg 'slashing, reroll2' on a weapon damage line. )

Updated to v1.6

  • Fixed a conflict with Constitutional Amendments extension.

Update to v1.5

  • Fix for non-target damage roll, then dragged from chat onto combat tracker

Update to v1.4

  • Fixes for latest rule set changes (v3.3.12).
  • Fixed negative bonus not been applied.

Update to v1.3

  • Process 'critical' in the weapon damage type. ( ie for vicious weapon damage )

Update to v1.2

  • General code update for better compatibility with other extensions
  • Added special code to work with 'AdvancedEffects.ext'

Update to v1.1a

  • Load order change, due to conflict with 'GenericActions.ext'

Weapon Meta data for class features/feats

Weapon additions

Weapon power option

Weapon with effect code

Weapon showing creature specific damage

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Reviews (1)
Discussions (5)
Customer avatar
Jeff M March 18, 2021 3:18 am UTC
Loving this extension so far but noticed something strange...When switching between one handed and two handed on a versatile battleaxe, all of the clauses I added to it when in "one handed" mode, disappear in two handed mode and the only damage it does is my strength bonus.

This is in a campaign with no other extensions loaded, 5E, FGU.

Customer avatar
Jeff M March 18, 2021 3:34 am UTC
NVM...I must have deleted the "versatile" clause by accident. All is well.
Customer avatar
Bratch N March 18, 2021 3:00 pm UTC
Glad you solved the issue,

Yep, when you copy things like that about you have to watch out for the versatile markers...

If you are DM ( not sure if a player and make a private 'item'.. ) I normally advise taking a copy of the original weapon source item page, and then adjusting the 'damage' line in the duplicate item description. This way you can drag that item as a normal item on to your character and it sets up correct. ( Assuming you configure the damage line correct. ) [ should also pass via the party sheet from parcels etc.. ]

This way the DM can 'pre-make' or/and 'keep' custom weapons like this as 'export items' modules that can be reused in other games etc..

( I try not to adjust the lines by hand off the character sheet for a weapon, but some times its quicker to do this.. Because if you delete the item by accident or lend it another character if the damage description line does not match the actual weapon lines due to hand edit.. on a move it will...See more
Customer avatar
Gabriel C February 24, 2021 10:40 pm UTC
There is no problem here - I love it! I was wondering if there was a way to put a save in it, like for the giantslayers :)
Customer avatar
Bratch N February 25, 2021 11:09 am UTC
not at the moment, but I've added it to my list to take a look at. As this would require interface work and extra boxes to configure it etc..
Customer avatar
Jaakko S February 18, 2021 7:03 pm UTC
Just wanted to inform this.
If you drag damage from the modifier box to CT it fails with this mod. It makes all damage that way to be 0. At least in FGU.
Customer avatar
Bratch N February 18, 2021 8:38 pm UTC
Can you post some images on the FG forum. Also I've just posted a fix caused by the rule set changes this week which might just solve the issue anyway..
Customer avatar
Jaakko S February 19, 2021 5:50 pm UTC
I did as you asked. I feel so stupid cos I didint remember this was originally in the forums

Customer avatar
Sidney W February 18, 2021 4:59 pm UTC
I just bought this extension yesterday. This is my first try at using an extension. Assuming it is working correctly, I don't understand how to actually modify the weapons.

Is there a tutorial somewhere? I don't see this "Weapon Meta" window anywhere. In short, any help would be appreciated.

Does the extension currently work? I saw this other persons post which suggests its not working right now?
Customer avatar
Jaakko S February 18, 2021 7:09 pm UTC
Weapon Meta windos can be opened from character sheet action tab. Weapons header has a magnifying glass (at least in the theme I am using. You might have something different).

It did stop working. I just fixed the problem that message before you informed and it works again.
Customer avatar
Bratch N February 18, 2021 8:45 pm UTC
Two different 'meta' windows exist for weapons. The first is the magnify glass on the weapon title bar to the right, under this you should be able to select character 'Two weapon fighting' and 'Dual wielder' to configure your character as require for 'off hand' and 'two hand' damage. The second is the magnify glass at the right of each weapon, before the round dot that is the description shortcut icon on the end of the line. With the weapon magnify button you can get to the per-line items for weapons and configure extra target damage lines.
The more expected way to do this, is to duplicate the weapon in the items list ( or make a new weapon ), and adjust the weapon damage line. Then when you drag this weapon onto a character it will be processed and make the extra lines as required. ( More a DM prep type thing. )
Example are in the 'module' downloaded with the extension, this has example wording and example weapons you can drag onto a character to see how this works.
Customer avatar
Sidney W February 18, 2021 8:56 pm UTC
Thanks for your reply. I have the magnifying glass, and when I click on it it just gives me the same sort of damage window, nothing new. I don't really understand what the previous reply from LeoC was saying. Do I have to open up something and change the code?
Customer avatar
Sidney W February 18, 2021 8:58 pm UTC
Thanks for your reply. I am not sure how to use this "module." I put it in the module folder, but what am I supposed to do then? Is there a note file in there, that I'm supposed to open up?
Customer avatar
Bratch N February 18, 2021 10:19 pm UTC
The extension comes with a '.mod' file along with the '.ext' file. You put the '.ext' in the extensions folder for FG, and you put the '.mod' file in the modules folder for FG. You enable the 'extension' on the create/open campaign start window. Once FG is loaded it should ask you to load 'modules' like the player's handbook, you can re-open this with normally the most bottom right button on the right bar. This window has a button near the bottom left that says 'modules' that allows you to change the loaded modules, the B9 advanced weapons modules will be listed, you select the 'book' and it will load. You should now see it listed in the previous window and if selected you should get a list which will include 'items' and 'reference manual', or you can just go to the 'items' on the right bar and select the drop down at the top to be the advanced weapon damage line to see just these custom items. You can inspect these to see the sorts of things you need to do to an item damage line to add the tokens like 'size(>m)'...See more
Customer avatar
Sidney W February 18, 2021 11:17 pm UTC
Thanks for your help. I was able to get the extension loaded, and understand now what you mean by loading and viewing the module. Believe it or not, I'm not really a noob at FG, just have never used extensions before. In any case, I am getting a script execution error. It says, [ERROR] Script execution error: {string "5e/campaign/scripts/char_weaon.lua"]:175:attempt to index global 'ActorManager2' (a nil value) I see where LeoC mentions ActorManager2 was changed to ActorManager5E, but I don't know what to do get that fixed.
Customer avatar
Bratch N February 19, 2021 3:17 pm UTC
you need the updated 1.9 version that fixes this, released yesterday.
Customer avatar
Sidney W February 20, 2021 12:20 am UTC
Thank you! I have it working now. Last question, I think, I don't see how to bring up the window where you can indicate what rolls equal a crit and if extra crit dice are added?
Customer avatar
Bratch N February 20, 2021 9:52 am UTC
I'm not sure what you are asking ? The extension deals with 'damage'. The concept of 'what rolls equal a crit' is to do with the attack, which has nothing to do with this extension. As for 'added crit dice', that is in the normal player character weapon header meta window along with I think the 'crit roll number' I think you are looking for...
Customer avatar
Sidney W February 20, 2021 4:19 pm UTC
In the description of the product above there are several screenshots. The first one is of a screen shot of a box with the title "Weapon Meta" and it looks as if you can set what dice roll the weapon crits on. Perhaps that is part of FG and not part of your product then?
Customer avatar
Bratch N February 20, 2021 5:56 pm UTC
yes in that picture is has a massive red box around the 'two weapon fighting' and 'dual wielder' which are added by the extension. The 'crit on' and 'extra crit dice' are part of standard FG and you should be able to just adjust those in that box... Its from the 'weapon' header bar magification icon, and not from the per weapon magification icon. The extension does not provide 'per weapon' control of 'crit on' or 'extra crit dice' as these a specific in 5E to character abilities and not weapons.
Hope this clears up the confusion.
Customer avatar
Bratch N February 20, 2021 6:16 pm UTC
Also it is possible to add extra damage dice for critical rolls, you can add an extra line in the weapon table and mark it with the 'critcial' as part of the damage type. But the correct method of adding these sorts of line is to add them to the weapon in the 'item' list.. and extend its damage line. Example are in the 'mod'ule provided with the extension, you drop it into your modules folder of fantasy grounds, and it should show up like 'player's handbook' in the library section->modules button etc.. In the 'reference manual' or 'items' list has some examples of weapons. ( I dont recall if I update to include a 'critical' or 'rollN', as these are new(ish) to the extension. )
Customer avatar
Sidney W February 22, 2021 6:27 pm UTC
Brilliant. I think I have it all figured out now. Thanks for your help. This will come in super handy for me.
Customer avatar
Bratch N February 23, 2021 10:58 am UTC
if you have more questions, use the FG forum side, because you can post images and then I can advise how you need to change something to get it working or not... or add to my bug list if you find a usage issue I dont already know about..
Customer avatar
Leo C February 17, 2021 3:52 pm UTC
Hello. I don't know if this was designed with Fantasy Grounds Unity in mind, but there was an update to FGU which breaks this extension. Until this update this extension worked great in Unity. ActionManager2 was changed (to my knowledge) to ActorManager5E.
Customer avatar
Leo C February 17, 2021 5:29 pm UTC
ActorManager, not ActionManager, my bad.
Customer avatar
Bratch N February 18, 2021 10:13 am UTC
Hi, Yes the change of the ruleset has updated over 300 files and many thousands of lines of code. Its not just that a class has been renamed, api changes in the class have also happened which will require rework to pass the correct information and format of data. I'm sure these changes will cause a lot of extensions to 'seem' to work but have a lot of other issues until they are properly updated. I'll get around to looking at this when I have some time, I just do not know to what extent the changes will cause to my extension. If we are lucky its minor, if not it could take a while for me to fix/test and be happy its working ok to use without it causing major issues.
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File Last Updated:
July 21, 2022
This title was added to our catalog on September 06, 2020.