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Kelrugem
July 25th, 2019, 17:41
This is for FG classic! See the links below and in my signature for FG Unity :)
Forge links: https://forge.fantasygrounds.com/shop/items/29/view and https://forge.fantasygrounds.com/shop/items/1/view

Hi :)

In that thread I will now upload my extension about a save overlay, it adds a new option in the seetings for a graphical hint telling you what the outcome of your spell/action was such that you do not have to read the chat, and overlays for wounds; see the attached image (the player view, the one with the open character sheet, is there since there the chat contains everything for that one spell when you want to check whether the overlays' outputs are correct).


https://i.imgur.com/W5jmdmA.png
https://i.imgur.com/HPhh4Q6.png



https://www.fantasygrounds.com/forums/attachment.php?attachmentid=40941&stc=1&d=1604890320



The save overlay was originally introduces by Ken L in his Advanced Kombat extension and I was able to reproduce it, in such a way that I can release it without the GPL. I wrote with Ken L and he seems to be okay with that I release it without the GPL since the save overlay is partly a soft touch of the FG code and under the condition that my code is different to his of course (you will hopefully see in my description of the extension that it works different and is - w.r.t. the save overlay - more complex). Thanks to him! :)

So: The save overlay is first of all a combination of the following extensions:

Save versus tags: https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=447232#post447232
Advanced Effects (with incorporated keen extension): https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects
AoO tracker (with incorporated flatfooted on start): https://www.fantasygrounds.com/forums/showthread.php?50075-Attack-of-Opportunity-tracker

For a combination with StrainInjury, please look for a combined package here (second post): https://www.fantasygrounds.com/forums/showthread.php?50121-StrainInjury-packages

The reason why I've put also these extensions into it is simply due to arising incompatibilities and it would be now too complicated for me to offer again new packages (and probably confusing for users, too) :) But, when you don't want some of the other extensions, then please tell me and I will try to remove that :)

This also means that you should not load one of the other mentioned extensions, they are included here :)

Finally, what is this extension about in detail? As you can see in the picture there are now three overlays, similar to an ample system (Ken's extension only had the red and green one, I've added the yellow one).

Green means that this target is not affected at all by that spell.
(Either due to SIMMUNE (by my save versus tags extension) and/or due to a miss of the attack and/or due to a failed CLC and/or due to successful save when there is no half damage on successful saves.)

Red means that that target is completely affected by the spell.
(Due to missing SIMMUNE and due to a successful attack and due to a successful CLC and due to a failed save.)

Yellow means that the target gets halved damage.
(There was no SIMMUNE and a successful attack and a successful CLC and a successful save while there is half damage on a successful save.)

So this extension makes sure that all information is taken into account and gives the correct overlay, i.e. I made sure that e.g. a failed save (red overlay) will not overwrite the green overlay of a failed CLC (if a CLC was involved) :)
The overlays will be erased when the turn or round changes, but you also see a new button in the toolbar (similar to advanced Kombat of Ken L). This button simply also erases the save overlays and is only visible to the DM. You can use that button if the spell/action has to be redone. Due to my introduced hierarchy of the involved save overlays (green overwrites yellow overwrites red) a new spell action might not result into correct overlays when there are still overlays (especially the green one). Thus, press that button then before :)

Known Glitch: There is also some little known glitch for which you need to press this button: When you close your campaign while there were still save overlays, especially the green and yellow ones, then this will be saved in the code but the overlays will not be shown when the campaign will be loaded again. This can result into that the overlays seemingly do not work anymore because the code e.g. thinks that there is still a green overlay which can not be overwritten by anything. Pressing on that new button or changing the turn or round will reset this and then it should work again :)
I hope I will find out how to tell FG to reset save overlays after loading the campaign. Something similar can happen with all the over overlays, retyping the wound number in the CT then resets this (here the glitch for example happens when a token already has an overlay and is again then dragged&dropped from the CT to the map or another map)

Have fun :)

Customizing/Editing the overlays: By the way you can customize the overlays if you want (or completely remove some). Unzip the extension and go into graphics -> there are all the images. When you want to replace some image then make sure to name it in the same way as I named it and make sure that the size is at least 500 x 500 (and quadratic) :)
When you re-zip the extension then do not re-zip the folder, re-zip from within the folder of the extension

EDIT: Added death and wound overlays :) Also there is the glitch mentioned above but an update of the health status brings the overlays back (or retype your hit points/wounds)

UPDATE: The spell/action overlays are now also respecting evasion, improved evasion and rolls for miss chances :)

UPDATE2: Updated to 3.3.9, and lots of new features in the included extensions :)

UPDATE3: tahl_liadon offered his icons, thank you very much! :) I replaced the KO, staggered and disabled overlays with his icons, they are more sensitive :) There is also now a separate second version where all icons are from tahl_liadon. The following image shows the standard icons:

https://i.imgur.com/LHifpfW.png


And here are the alternative ones:


https://i.imgur.com/4oMKiS8.png



Using the editing as described above, you can mixture both versions :)

UPDATE 4:
There are now new settings: You can turn on/off the save and/or wound overlays; "off" is the default, and the settings are in their own tab, Overlays. Be aware of that changing that setting in the mid of a session/combat might lead to that some overlays "freeze" or are not added, a change of the settings does not update this; then click e.g. the clear save button of the image toolbar. Therefore there is now also a "clear wounds" button next to it which you can use to get rid of wound overlays when you want to turn off that option while the session is already running :) (you can also use that button to reset the wound overlays whenever you get the mentioned glitch above)

PF1 users: See also post #2 about the CL effect.

COPYRIGHT: Dead/Dying overlay: Red Hook Studios. d20 in toolbar: Rafaël Massé. Remaining overlays: Public Domain (except the yellow save overlay, I edited the green one to make it yellow, therefore this overlay does not look so good as the other ones :D ). All icons have a separate version coming from tahl_liadon :) Thanks :)

Kelrugem
July 25th, 2019, 17:48
And please tell me whether there are any errors. This merging of all other extensions is a bit tedious and I might have forgotten something in that process (hopefully not :D).

EDIT:
A word about the CL effect for the PF1 users: It won't update the concentration check, please use the COC effect separetely then :) I decided to do so because then it is for you easy to decide whether or not bonusses to CL and concentration stack by choosing bonus types in the COC effects :) Otherwise I would need to add some code which checks for all COC and CL effects, and which then checks the stacking, when you roll concentration (FG's code does not check stacking of different effects of course) :D (and another problem is that the concentration does not know about tags due to that it is not spell-specific. In that way the CL is always compatible with IFTAG)

damned
July 26th, 2019, 04:47
You have been very busy lately!
Great work.

Kelrugem
July 26th, 2019, 04:58
You have been very busy lately!
Great work.

hehe, yes, had a lot of fun with that stuff :D

Thanks :)

Kelrugem
July 26th, 2019, 06:36
Important because I got some private messages about incompatibilities: This will not work in 3.3.7 :) For me that is easier to code everything already in 3.3.8, otherwise I would have to update that extension soon when 3.3.8 is released on the live servers :) (the same for my other extensions, but they might work still in 3.3.7).

There is also an incompatibility with https://www.fantasygrounds.com/forums/showthread.php?38817-Comprehensive-Effects-Icon-extension. This effect icon extension of Markjan is rather old and it will not work in general in 3.3.8 (since the effect icon stuff changes in 3.3.8). So do not use my extension with that effect icon extension :)

Kelrugem
July 27th, 2019, 20:29
By the way, this overlay stuff seems not be thaaat difficult. So, when you want other type of overlays, like for death, different types of status and so on (besides the effect icons), then tell me and maybe give me some image (with transparent background), I try to add that :)

Kelrugem
August 2nd, 2019, 17:27
Updated due to recent changes in advanced effects; I have also added death and wound overlays :) (the same graphics as in the advanced Kombat extension)

Kelrugem
August 2nd, 2019, 22:29
oh, actually I forgot to upload the new overlays, now they are there (hopefully) :D

Kelrugem
August 4th, 2019, 00:59
New update due to a change for save versus tags; beware the major rewrite of it in https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=447232#post447232 :)

Kelrugem
August 7th, 2019, 20:07
By the way you can customize the overlays if you want (or completely remove some). Unzip the extension and go into graphics -> token there are all the images. When you want to replace some image then make sure to name it in the same way as I named it and make sure that the size is at least 500 x 500 (and quadratic) :)

When you re-zip the extension then do not re-zip the folder, re-zip from within the folder of the extension :)

Kelrugem
September 1st, 2019, 01:26
New update: The spell/action overlays are now also respecting evasion, improved evasion and rolls for miss chances :)

Kelrugem
November 11th, 2019, 08:55
Hi :)

This extension is now updated to 3.3.9 and all new features of the other extensions are included, please remember to download this when 3.3.9 came out (probably on Tuesday) :) Beware also the new name of the extension and that there is also now only one extension :) (So, do not ignore the big red text at the beginning :D)

Have fun,

Kelrugem

Kelrugem
November 14th, 2019, 21:42
Reuploaded, please download again, there was a little bug due to the new NIFT operators when one had an automatic miss :) Should now work again :)

Kelrugem
November 16th, 2019, 09:41
New version available due to new little features in Save versus tags, see here: https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=463256&viewfull=1#post463256

:)

Kelrugem
November 17th, 2019, 07:59
Hi :)

I am sorry to bother you again. I have reuploaded save versus tags and its packages because there was a very minor issue: The DC for saves did not immediately account the modifier coming from the ability when adding a new spell until you clicked on the magnifying glass next to the save, then it was correctly updated. (therefore rather minor issue, but still something needed to be fixed) This should now be fixed, so the DC is now correctly updated when added to the spell list and not after the magnifying glass :)

Sorry for the reupload again, as usual for very recent releases, now everything should work again :) Thanks for your patience :)

(Ah, some extension updater would be useful for such things then I would not need to spam my extension threads https://www.fantasygrounds.com/forums/images/smilies/biggrin.png)

Have fun :)

Kelrugem
November 19th, 2019, 01:39
By the way, since I now tried out Trenloe's and Zeus's great extension of enhanced layers/images, the enhanced layers extension is not compatible with my full overlay package. Just in case you were using this, too, and were wondering what's happening

I may try to make them compatible but I do not know whether I have time. Due to the upcoming FGU I am also not sure if I will do this :)

EDIT: The reason is, that both scripts change something in the toolbar of the image panel, so they overwrite each other. But when someone says he/she really wants a compatible extension then I try my best :)

Kelrugem
December 14th, 2019, 05:38
New update due to a small bug fix in save versus tags (about the new option to let the DC of an individual spell be calculated by another ability than the base ability of the spell class) :) See the save versus tags thread for more information :)

Kelrugem
December 15th, 2019, 19:26
By the way, since I now tried out Trenloe's and Zeus's great extension of enhanced layers/images, the enhanced layers extension is not compatible with my full overlay package. Just in case you were using this, too, and were wondering what's happening

I may try to make them compatible but I do not know whether I have time. Due to the upcoming FGU I am also not sure if I will do this :)

EDIT: The reason is, that both scripts change something in the toolbar of the image panel, so they overwrite each other. But when someone says he/she really wants a compatible extension then I try my best :)

As a follow-up: When you want to use the enhanced images extension then it seems to work when you change its so-called loadorder. Unzip the enhanced images extension and open extension.xml. At the top you should be able to find something like "loadorder" and some number (10) next to it :) Change this to 46 or higher and it should work with my extensions again :) At the end zip it up again from within the folder

Kelrugem
December 15th, 2019, 23:06
Thanks to Trenloe, he uploaded the enhanced images extension with the new loadorder :) Please let me know whether it works for you when you use my full overlay package together with the enhanced images extension :)

Kelrugem
February 8th, 2020, 20:32
Due to some bug fix of darrenan for the mirror image handler (thanks Darrenan :) See here: https://www.fantasygrounds.com/forum...l=1#post475227 (https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension&p=475227&viewfull=1#post475227) ) I have updated this extension :) Please download again when you use this extension together with darrenan's extension :)

Kelrugem
March 1st, 2020, 05:31
Thi extension got updated for 3.3.10, please redownload it after 3.3.10 got released :)

garrion_sw
March 9th, 2020, 01:20
Something in this extension is incompatible with the Naval Combat Extension that comes with Skulls & Shackles. I have narrowed it down to those two extensions but simply disabled the naval extension since I really don't use it. I just wanted to let you know so you could list is as an incompatibility and maybe track down the offending code if you desire.

Kelrugem
March 9th, 2020, 01:34
Something in this extension is incompatible with the Naval Combat Extension that comes with Skulls & Shackles. I have narrowed it down to those two extensions but simply disabled the naval extension since I really don't use it. I just wanted to let you know so you could list is as an incompatibility and maybe track down the offending code if you desire.

Thank you very much for letting me know :) and for the testing :)

Sadly, I do not have this extension because I do not have bought this AP (so, I can also not directly look into it due to it being in the store). I will list it as incompatibility and try to find the author of that extension to see whether one can somehow solve this :) (Samarex is the author, isn't it? Just in case you know that :) )

Kelrugem
March 22nd, 2020, 22:27
Hi :)

The extension got updated to make them compatible with https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-) (https://www.fantasygrounds.com/forums/showthread.php?26775-Expanded-Fantasy-Language-Fonts-(FG-v3-1-3-))

Please redownload if you also use this extension :) (you still have to load both separately)

Kelrugem
April 5th, 2020, 06:58
New version due to several new features :) See https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=490886&viewfull=1#post490886 and https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=490890&viewfull=1#post490890 :)

tahl_liadon
April 19th, 2020, 04:00
.
so, my friend, @kelrugem... love this extension.

it was going swimmingly until... a creature's hp went to zero: disabled. the effects icon popped up over the creature's token.
silence at the table... there was a huge blue disable wheelchair icon smacked on our map! (and being a large creature, it was even more alarmingly huge) X-D

i was taken aback and apologized. a couple of players voiced their shock. although it kinda describes the condition clearly, we thought it was insensitive.

anyway. i created some icons to replace the ones in the extension for the time being.
hopefully you would consider swapping that out for something else.

also, check out the image attached -- i made the effect icons about 1/4 the size of a token
and moved it to the bottom left so that it doesn't completely block out what's underneath...
i know the effect clears out the icons automatically (or i can manually)
but it's a bit disturbing for me not able to see the token.

let me know what you think.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=33987

Kelrugem
April 19th, 2020, 05:20
.
so, my friend, @kelrugem... love this extension.

it was going swimmingly until... a creature's hp went to zero: disabled. the effects icon popped up over the creature's token.
silence at the table... there was a huge blue disable wheelchair icon smacked on our map! (and being a large creature, it was even more alarmingly huge) X-D

i was taken aback and apologized. a couple of players voiced their shock. although it kinda describes the condition clearly, we thought it was insensitive.

anyway. i created some icons to replace the ones in the extension for the time being.
hopefully you would consider swapping that out for something else.

also, check out the image attached -- i made the effect icons about 1/4 the size of a token
and moved it to the bottom left so that it doesn't completely block out what's underneath...
i know the effect clears out the icons automatically (or i can manually)
but it's a bit disturbing for me not able to see the token.

let me know what you think.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=33987



oh, I understand :) Honestly, I was not sure about that wheelchair, too, I got the overlays from Ken L's overlay extension and I simply kept them because I didn't know where to look for another overlays (which are free to use and share). I simply wanted to wait what people say whether I should change it because I could not find an answer on my own :D I didn't really think a lot about it, and, honestly, I forgot that it exists because that condition gets applied very rarily :) (I never had it in my game so far, only the other rare KO sign)

I surely want to change it, at least this one icon :) To avoid the stacking issue with the effects icons, you could maybe try to move it to the bottom right? (Nice idea that it should not cover the whole of the token :) )

Sorry for the shock, I hope it was not too bad? :) Please tell your players that I feel sorry, I should have thought a bit more about the overlay of that effect, and I should not have just taken the images of Ken without rethinking them :)

EDIT: Going to bed now, I try to change that as fast as possible tomorrow :) (maybe waiting for your answer again :) ) By the way, what is a good source for such icons? (free to use and share images; that was the biggest problem for me, I am unsure how to find out which images are allowed to share freely in such projects. Therefore I kept the images already used in another extensions :) )

tahl_liadon
April 19th, 2020, 05:42
.

By the way, what is a good source for such icons? (free to use and share images; that was the biggest problem for me, I am unsure how to find out which images are allowed to share freely in such projects. Therefore I kept the images already used in another extensions)

it wasn't really a big deal; just the initial shock from everyone, but we got over it quick (and got a good laugh out of it).

although i could easily create them, i have access to icon graphics (not open source) as part of my work.
i use some as starting points, then make new ones based on basic forms so that i don't have to recreate from scratch.

i can share the ones i made if you like them. actually, you can ask me to provide you whatever icon ideas you
want for your other work (as long as they remain free and open source). i'm cool with contributing to the fg community.

later.

Kelrugem
April 19th, 2020, 14:11
.


it wasn't really a big deal; just the initial shock from everyone, but we got over it quick (and got a good laugh out of it).

although i could easily create them, i have access to icon graphics (not open source) as part of my work.
i use some as starting points, then make new ones based on basic forms so that i don't have to recreate from scratch.

i can share the ones i made if you like them. actually, you can ask me to provide you whatever icon ideas you
want for your other work (as long as they remain free and open source). i'm cool with contributing to the fg community.

later.



ah, cool :) Yes, when it is okay for you then I would be happy about your icons :) (I really like the save overlays for example, too :) this design solves the problem of misunderstanding "who succeeded" as discussed in the other thread :) ) But you do not have to share them for free, when you do not want, I can also pay :) I am not certain about what the typical commission for icons is though :)

If you would share your icons, then I would change the disable icon in all extensions, and I would make a separate version of the extension where all other icons are replaced, too :)

Thank you very much :)

tahl_liadon
April 19th, 2020, 16:32
.
@kelrugem, pm me with email. thx

Kelrugem
April 19th, 2020, 16:53
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@kelrugem, pm me with email. thx

Done, thanks :)

Kelrugem
April 19th, 2020, 19:03
I have now updated the overlays with thal_liadon's icons! :) Thank you very much about offering these icons, now they are more accessible :)

There is also now a second version of the extension; the standard one has replaced the KO, staggered and disabled overlay with the new ones and is otherwise the same. The new second version replaces all icons with the new ones :) I have images about that in the first post under Update3 :)

rmilmine
May 6th, 2020, 03:53
Hi. Downloaded this extension but it's not showing up in the list. I'm thinking there might be a naming conflict with one of the other extensions you have but not sure yet.
Thought I'd ask. What is the name that shows up in the extension selection list?

nevermind, figured it out. It wouldn't show up till I shutdown and restarted fantasy grounds. Normally I just change back and forth between buttons and it shows up, or at least I remember doing that before.

Kelrugem
May 11th, 2020, 02:14
Hi. Downloaded this extension but it's not showing up in the list. I'm thinking there might be a naming conflict with one of the other extensions you have but not sure yet.
Thought I'd ask. What is the name that shows up in the extension selection list?

nevermind, figured it out. It wouldn't show up till I shutdown and restarted fantasy grounds. Normally I just change back and forth between buttons and it shows up, or at least I remember doing that before.

Sorry for my late answer, glad that you figured it out

Kelrugem
May 13th, 2020, 02:21
Please redownload the extension :) I accidentally made a bad copy&paste in the last patch and broke IF and NIF effects, that should be fixed now :)

dellanx
June 21st, 2020, 15:33
Kelrugem, last night was awesome.

I did run into this issue last night. Is there a way to account for Hard to Kill (Ex)?

Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Thanks!

Kelrugem
June 21st, 2020, 15:40
Kelrugem, last night was awesome.

I did run into this issue last night. Is there a way to account for Hard to Kill (Ex)?

Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Thanks!

Which part do you mean? The automatic stabilization should work when you give the target always the effect stable :) The problem is that the stable effect gets removed on damage. I can try to add hard to kill/diehard as a separate effect which is like a permanent stable :)

The thing you highlighted is already done by the native ruleset, so PF1 should already normally handle that deaththreshold; or is this something of 3.5e? :) Or is that different to the death threshold of PF1? (I do not remember the death threshold of PF1 at the moment :D)

dellanx
June 21st, 2020, 17:19
Which part do you mean? The automatic stabilization should work when you give the target always the effect stable :) The problem is that the stable effect gets removed on damage. I can try to add hard to kill/diehard as a separate effect which is like a permanent stable :)

The thing you highlighted is already done by the native ruleset, so PF1 should already normally handle that deaththreshold; or is this something of 3.5e? :) Or is that different to the death threshold of PF1? (I do not remember the death threshold of PF1 at the moment :D)

negative hit points is equal to or greater than double your Constitution score if "Hard to Kill" effect is on.

Hahah the problems of going mythic.

Kelrugem
June 21st, 2020, 17:48
negative hit points is equal to or greater than double your Constitution score if "Hard to Kill" effect is on.

Hahah the problems of going mythic.

I now checked, so PF1 normally uses the con score and with that thing it is doubled :) Surely doable in an extension, I try to remember this for the next time :) May be included in the next version then :D (in 3.5e you just die at -10)

Kelrugem
July 22nd, 2020, 08:14
Please update for 3.3.11 :) Many compatibilities were added (except sadly that the IFTAG operator won't work when using rmilmine's extension, I still didn't figure that out), see more here: https://www.fantasygrounds.com/forum...l=1#post528291 (https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=528291&viewfull=1#post528291) and https://www.fantasygrounds.com/forum...l=1#post528289 (https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=528289&viewfull=1#post528289) :)

tahl_liadon
July 26th, 2020, 00:27
.
@kelrugem - i need to double-check (starting a game now; will test after), but using the last update caused a bug where every dice roll produced this message:

Script Error: [string "scripts/manager_actions.lua"]:548: attempt to call field 'isClientFGU' (a nil value)

and things like weapon damage or heals, none of it worked.

i disabled the extension and bug disappeared.

Kelrugem
July 26th, 2020, 00:33
.
@kelrugem - i need to double-check (starting a game now; will test after), but using the last update caused a bug where every dice roll produced this message:

Script Error: [string "scripts/manager_actions.lua"]:548: attempt to call field 'isClientFGU' (a nil value)

and things like weapon damage or heals, none of it worked.

i disabled the extension and bug disappeared.

Hm, that is strange. Did you try to redownload the extension? I was not able to reproduce it. What other extensions do you have? :) Did you update to 3.3.11? (because this function isClientFGU does not exist in 3.3.10 which may explain your issue) The new version is for 3.3.11 :)

(and sorry that your game can not use it right now)

tahl_liadon
July 26th, 2020, 16:36
.
.
this is my setup (see image for active extensions) -- same error message:
- fg 3.3.11
- this extension (whatever version in link in first post)
.
.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38077

Kelrugem
July 26th, 2020, 18:23
.
.
this is my setup (see image for active extensions) -- same error message:
- fg 3.3.11
- this extension (whatever version in link in first post)
.
.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38077


Thank you very much :)

Oki, I need some help, I can't reproduce it.

Can you try this also in a test campagin? Only with that extension loaded

Can you try to delete CoreRPG.pak in your ruleset folder and then make an update? Maybe you somehow didn't get the CoreRPG file where this isClientFGU is stored :)

tahl_liadon
July 26th, 2020, 22:50
.
so apparently fg 3.3.11 was a major update that definitely affected my themed interface.

usually, the click-to-update upon fg load was enough; however, not so, and that was why that error occurred. (don't ask me exactly how X-D)

long story short: i downloaded all fresh 3.3.11 rulesets, and then updated my graphics themed files in all relevant .pak files. all extensions (including yours) seem to work again upon quick test... we'll see what will break during actual session tomorrow!

Kelrugem
July 26th, 2020, 23:09
.
so apparently fg 3.3.11 was a major update that definitely affected my themed interface.

usually, the click-to-update upon fg load was enough; however, not so, and that was why that error occurred. (don't ask me exactly how X-D)

long story short: i downloaded all fresh 3.3.11 rulesets, and then updated my graphics themed files in all relevant .pak files. all extensions (including yours) seem to work again upon quick test... we'll see what will break during actual session tomorrow!


aah, okay :) So, you directly edit the .pak files for your graphics? That can cause such issues :) You need to write an extension for your theme, do you know how to do this? I can try to help if you want :) In that way your themes are more compatible for future updates :) (as you see, the error was about an update needed for FGU; due to FGU's development this can occur a bit more often now :) )

tahl_liadon
July 26th, 2020, 23:28
You need to write an extension for your theme, do you know how to do this? I can try to help if you want :)


.
you have too much faith in my code-fu ... which is basically white belt at best X-D

i hear what you're saying (and imagine you cringing from the knowledge of how i've been doing it). i would have zero knowledge how to do what you're suggesting. i've resigned to do it the manual and hard way... my archaic methods seem (and is) time-consuming, but kinda fun for me.

if you'd like to tackle it, sure! that would be great. i will email you links to my hacked .pak files to review. i only affected things in the "graphics" directory of these .pak files.

Kelrugem
July 27th, 2020, 01:50
.
you have too much faith in my code-fu ... which is basically white belt at best X-D

i hear what you're saying (and imagine you cringing from the knowledge of how i've been doing it). i would have zero knowledge how to do what you're suggesting. i've resigned to do it the manual and hard way... my archaic methods seem (and is) time-consuming, but kinda fun for me.

if you'd like to tackle it, sure! that would be great. i will email you links to my hacked .pak files to review. i only affected things in the "graphics" directory of these .pak files.

hehe, no worries :D I have seen your email and try to look at this next weekend :) It is not so difficult, I try to make a template which you can use :)

Corun
August 4th, 2020, 20:56
Receiving same problem as Tahl at 3.3.11
I've tried disabling other extensions.
Downloading alternative icon version.
Removing core, 3.5, pathfinder pak and redownloading.
Creating clean campaign with only this extension.

So far nothing works.

Okay, found reason. I've deleted every unpacked folder of .pak. I did not expect FG to read files that are not .pak, and treat them as more important than .pak.

Kelrugem
August 4th, 2020, 22:24
Receiving same problem as Tahl at 3.3.11
I've tried disabling other extensions.
Downloading alternative icon version.
Removing core, 3.5, pathfinder pak and redownloading.
Creating clean campaign with only this extension.

So far nothing works.

Okay, found reason. I've deleted every unpacked folder of .pak. I did not expect FG to read files that are not .pak, and treat them as more important than .pak.

Hm, I have sadly no idea what is going on then, did you double-check whether you have unzipped rulesets in the ruleset folder? You can see that the FG version is 3.3.11 in the launcher (upper right corner)? I can't reproduce sadly. If you feel comfortable, then you could look into the CoreRPG code whether that function isClientFGU exists in the UtilityManager :)

Corun
August 4th, 2020, 22:44
Currently extension works. I've greyed text out as I could not find any way to strike-trough text.

Basically after I've deleted unpacked folders (which were unpacked by me at 3.3.9 probably?) everything started to work just fine. So there is no problem anymore.

Kelrugem
August 4th, 2020, 22:58
Currently extension works. I've greyed text out as I could not find any way to strike-trough text.

Basically after I've deleted unpacked folders (which were unpacked by me at 3.3.9 probably?) everything started to work just fine. So there is no problem anymore.

oh, lol, I just see that my answer cited your edited answer :D But I was answering to the old version, although I was wondering why your text was suddenly gray after I have sent my answer :D

Glad that it works now :)

Kelrugem
August 16th, 2020, 08:26
Please redownload both Full OverlayPackages :) (when you use the StrainInjury version, then you do not need to redownload your version :) )

For whatever reason, these extensions were not always registrating the custom damage types. I zipped the extension again, and it still didn't work completely. Then I made a copy and zipped again, now it works... :D I literally just did a copy, I changed nothing, so, please do not ask me why this works, please let us all simply accept that this fixed it xD

Phixation
August 24th, 2020, 02:50
Fair warning Kel... Current version of Overlay (non alt icons) is back to using the wheelchair icon for disabled. something happen?

Kelrugem
August 24th, 2020, 03:10
Fair warning Kel... Current version of Overlay (non alt icons) is back to using the wheelchair icon for disabled. something happen?

oh, that was not intended. I believe I know what happened: I had to reupload it some days ago, and had to copy the folder. I then had to rezip the folder :) So, my data directory has now the extension, its copy and an old backup (old in sense of used graphics where this graphic is still contained; its a backup for the code, but since I do not need a backup of the graphics, I've never replaced the graphics there). I seemingly zipped up the wrong one :) I will reupload it in some minutes, then it should be the correct graphics again :) Sorry for that :)

Kelrugem
August 24th, 2020, 03:17
So, I reuploaded it, now I double-checked which folder I am zipping, hopefully the correct one :D Thanks for making me aware of that :)

Kelrugem
November 6th, 2020, 02:56
There is an update :)

UPDATE 4: Updated for 3.3.12 and FGU (overlays take the space size of the token as saved in the CT in FGU). New features: HEAL is now a targetable effect, and there are new effects:



CL
(D)
[bonus]
Caster level; dice evaluated as random table (since not important)


COC
(D)
[bonus]
Concentration check, PF1 only; use SKILL for 3.5e


TVCONC
(N)
[range]*, opportunity
(T), target treated as having corresponding VCONC


CL can be combined with IFTAG, EDIT: and that effect does not show in chat messages because that would have been so many edits, may come later :) (but you can see it by the different number of dice etc) The following is a test (but it should already work very well): IFTAG can now be also combined with keen, all conditions, STR, DEX, ..., CMB, ATK, NLVL, AC, ACCC, CMD, SCOVER, COVER, PCOVER, CONC, TCONC, VCONC, TVCONC, ghost touch (for 3.5e), CC, DMG, DMGS, DMGTYPE, DMGSTYPE, TDMG, IMMUNE, FORTIF, RESIST, HRESIST, VULN, DR, and HEAL. Or: Basically all effects which can affect spells/actions. Of course, there must be the information about tags somewhere (coming from the actor of the action/spell, so, defenders/targets use the info about tags of course for AC etc., too, as it already happens for SAVE), so, ATK combined with IFTAG won't be triggered when just doing a weapon attack, but a spell attack may. The information about tags comes from the first cast button the code finds when you roll for damage or heal (the upper one, I think), so, when you have a spell with two cast buttons you may want to test that first, or align the tag infos in both cast buttons

(But I want to add a global tag line for spell classes (for adding arcane and divine as tags) and weapons later on, then it would be also be possible to add effects just for certain weapons)

There are now new settings: You can turn on/off the save and/or wound overlays; "off" is the default, and the settings are in their own tab, Overlays. Be aware of that changing that setting in the mid of a session/combat might lead to that some overlays "freeze" or are not added, a change of the settings does not update this; then click e.g. the clear save button of the image toolbar. Therefore there is now also a "clear wounds" button next to it (using the skull of tahl_liahdon (yeah, I know how that sounds :D)) which you can use to get rid of wound overlays when you want to turn off that option while the session is already running :) (Recall that it is complicated to update overlays, especially after a reload of the campaign while the tokens are already added to a map and had overlays; then use these buttons, too, and/or update the actual HP a bit to force an update or put the map back and forth into the background etc.. But they normally come back alone in the combat :) )

EDIT: (also in post below)
A word about the CL effect for the PF1 users: It won't update the concentration check, please use the COC effect separetely then :) I decided to do so because then it is for you easy to decide whether or not bonusses to CL and concentration stack by choosing bonus types in the COC effects :) Otherwise I would need to add some code which checks for all COC and CL effects, and which then checks the stacking, when you roll concentration (FG's code does not check stacking of different type of effects of course) :D (and another problem is that the concentration does not know about tags due to that it is not spell-specific. In that way the CL is always compatible with IFTAG)

When you already used the overlays before: Think about turning the overlays on in the settings since it defaults to off :) (then that setting is saved of course)

bmos
November 6th, 2020, 03:05
TVCONC! You're the best :D

Kelrugem
November 6th, 2020, 03:07
A word about the CL effect for the PF1 users: It won't update the concentration check, please use the COC effect separetely then :) I decided to do so because then it is for you easy to decide whether or not bonusses to CL and concentration stack by choosing bonus types in the COC effects :) Otherwise I would need to add some code which checks for all COC and CL effects, and which then checks the stacking, when you roll concentration (FG's code does not check stacking of different type of effects of course) :D (and another problem is that the concentration does not know about tags due to that it is not spell-specific. In that way the CL is always compatible with IFTAG)

Kelrugem
November 6th, 2020, 03:16
TVCONC! You're the best :D

Thanks :D

Kelrugem
November 6th, 2020, 03:30
Oh, and the settings for the overlays default to "off"; so, to all users who already use the overlays: Turn it on after you started your campaign :) (then it is saved of course)

Kelrugem
November 6th, 2020, 03:39
And the CL effect does not show up in chat messages yet because that would have been difficult (many possible chat messages to edit). I do that probably later (but you see a different number of dice etc. of course)

(I should make a list first what I want to write to avoid so many posts :D I edit the update post with all these infos, too)

tahl_liadon
November 8th, 2020, 04:17
.
using fg 3.3.12

you mentioned here to update (https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=554165&viewfull=1#post554165). downloaded this extension from post #1 above (which i assume is most recent version since there are no versioning indicator in filename)... special icons are not showing up.

when i drop a save on a target, the save/fail icon no longer appears. nor are any of the wound severity icons based on wounds are showing.

i'm using these extsensions:


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=40894

Kelrugem
November 8th, 2020, 05:08
.
using fg 3.3.12

you mentioned here to update (https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=554165&viewfull=1#post554165). downloaded this extension from post #1 above (which i assume is most recent version since there are no versioning indicator in filename)... special icons are not showing up.

when i drop a save on a target, the save/fail icon no longer appears. nor are any of the wound severity icons based on wounds are showing.

i'm using these extsensions:


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=40894



Did you activate the overlays in the settings? There are now settings to turn on/off the overlays and they are off as default :) You need to activate them once :) (at the very bottom of the settings, below the "Overlays" heading :) )

(by the way: You downloaded the version which only partially uses your icons (basically only replacing the wheel icon), the other version of the extension in the first post only uses your icons:) )

EDIT: and COC is also included now, you can deactivate that, too, if you want :) (but that should not cause any issues)

tahl_liadon
November 9th, 2020, 02:40
.
1) ok cool (didn't know)... turned on and now works.

2) i downloaded the main one, then replaced updated icons design to see how they look, so i think i'm good.

3) deactivated coc ext... confirming effect still works with this ext [thumbsup]

thx!

Kelrugem
November 9th, 2020, 02:55
.
1) ok cool (didn't know)... turned on and now works.

2) i downloaded the main one, then replaced updated icons design to see how they look, so i think i'm good.

3) deactivated coc ext... confirming effect still works with this ext [thumbsup]

thx!


Cool :) Thanks, too, I edited the first post to make sure that people see the new settings :) (I added also a screenshot about these)

Kelrugem
November 17th, 2020, 22:29
There was a SmiteWorks' update for 3.5e today about some bug in FGU :) Please redownload :) Zygmunt Moloch also provided compressed graphics for the blood overlays etc., making the file sizes smaller :) Thanks to Zygmunt :)

Ludd_G
November 29th, 2020, 15:13
Hi Kelrugem,

I don't suppose there's any chance of making this compatible with 5e is there? The Wounds and Saves are the last bits of 5e Enhancer I still use, and, though there are alternatives for these effects in 5e, none seem to do it with the same style.
Cheers,

Simon

Kelrugem
November 29th, 2020, 16:29
Hi Kelrugem,

I don't suppose there's any chance of making this compatible with 5e is there? The Wounds and Saves are the last bits of 5e Enhancer I still use, and, though there are alternatives for these effects in 5e, none seem to do it with the same style.
Cheers,

Simon

Hi :)

Making overlay extensions is indeed not soo difficult, but I do not know yet whether I have the time right now to create it and to maintain it :) Especially the save stuff may require a lot of maintenance which I may not have the time for because of that my extensions for 3.5e/PF1 already require so much time :) (I am finishing my thesis at the moment, therefore I have so less time, but afterwards it may be possible for me :) )

Best,

Kelrugem

Ludd_G
November 29th, 2020, 16:30
No worries! Good luck with your thesis! :)

Kelrugem
November 29th, 2020, 16:33
No worries! Good luck with your thesis! :)

Thank you :)

Kelrugem
December 5th, 2020, 05:25
In FGU the sizes of the overlays are with respect to the space as defined in the CT; however, I may now have found a way similar to FGC where the overlays' sizes are with respect to the actual token size. Would the latter be the preferred option? (probably for most cases it doesn't really matter, but I figured I could ask :) ) Just got that after a quick brainstorming, because I remembered that one call call the grid size of an image :) (but not sure when I'd add it, because I would need some update handler for updating the overlays whenever you change the token size while there is already an overlay over it. That may also decrease the performance a bit, which is why I may tend to say that the space number in the CT is the better reference)

bmos
December 5th, 2020, 11:35
In FGU the sizes of the overlays are with respect to the space as defined in the CT; however, I may now have found a way similar to FGC where the overlays' sizes are with respect to the actual token size. Would the latter be the preferred option? (probably for most cases it doesn't really matter, but I figured I could ask :) ) Just got that after a quick brainstorming, because I remembered that one call call the grid size of an image :) (but not sure when I'd add it, because I would need some update handler for updating the overlays whenever you change the token size while there is already an overlay over it. That may also decrease the performance a bit, which is why I may tend to say that the space number in the CT is the better reference)I would find that mildly preferable, yes. It's not a problem as-is though.

Kelrugem
December 10th, 2020, 02:30
Hi :)

A short update, mainly fixing something:

1. FG got a stack overflow (a neverending code loop) when someone was at -1 to -9 HP (i.e. dying, probably different range in PF1) and had an IF: healthy (or bloodied, wounded) effect. Fixed now :)
2. IFTAG effects' effect icons are now determined by other effects in that entry (so, the IFTAG part is ignored by that, such that you do not get a lot of generic effect icons)

@bmos: Sadly I could not find your code for the QHL stuff etc anymore :) (and spontaneously I did not want to mess with it without solution, already lost too much time fixing that bug :D). I hope next time I can implement that :)

bmos
December 10th, 2020, 03:19
Hi :)

A short update, mainly fixing something:

1. FG got a stack overflow (a neverending code loop) when someone was at -1 to -9 HP (i.e. dying, probably different range in PF1) and had an IF: healthy (or bloodied, wounded) effect. Fixed now :)
2. IFTAG effects' effect icons are now determined by other effects in that entry (so, the IFTAG part is ignored by that, such that you do not get a lot of generic effect icons)

@bmos: Sadly I could not find your code for the QHL stuff etc anymore :) (and spontaneously I did not want to mess with it without solution, already lost too much time fixing that bug :D). I hope next time I can implement that :)ah, i had posted that in your overall thread (https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=558258&viewfull=1#post558258). not a problem :)
the new updates look like nice improvements!

Kelrugem
December 10th, 2020, 03:30
ah, i had posted that in your overall thread (https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=558258&viewfull=1#post558258). not a problem :)
the new updates look like nice improvements!

aaah, I looked everywhere but not here! :D

Weissrolf
December 10th, 2020, 09:56
I am using the simplified "Overlay PF2" extension. With this extension the overlays are based on Token size, not grid size in CT. Maybe take a look at the code, which you originally wrote? ;)

Kelrugem
December 10th, 2020, 14:53
I am using the simplified "Overlay PF2" extension. With this extension the overlays are based on Token size, not grid size in CT. Maybe take a look at the code, which you originally wrote? ;)

That original code had some scaling problem which is why I changed it :D

Kelrugem
December 10th, 2020, 21:45
New upload :) Thanks to bmos:

1. Some cleaning up of the code
2. There are now T and Q descriptors; they are like H but take the third and quarter, respectively :)

Kelrugem
December 14th, 2020, 02:34
Ooh, please redownload the extension; I accidentally commented out some code which made the save overlays incompatible with FGC :) (they would not erase anymore) I am sorry for this; for FGU users it seemingly still works, but better download again when you have time :)

tahl_liadon
March 29th, 2021, 14:00
.
so believe it or not, this extension put me in a situation of life and death. and i died. and it was my fault X-D

details: i had contributed to this extension with a series of alt icons. some of these icons look too similar, namely the one with the skull.
i had since updated the icons for a while now and have been using in games i run, but have not asked author to update.

the other night, big bad boss had the skull icon showing, but it wasn't "dead", just "critically wounded" (not even "dying" lol) so i ignored / mistaken the visual info.
to my detriment, i did not kill it outright on my turn, but instead used a heal on an ally (that was not enough to revive him so he would kill boss on his turn).
consequently, boss cast destruction and my pc failed save; got obliterated to dust with a 200hp damage.

as you can see in the image, i replaced the skull with different visual effect (made them a bit smaller) that i find to work better.
(the save partial actually has more visual details if the background is not all white)

when author has time, he can update. in the meantime, dm me for the updated icons version if you want it.
.
.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45257

Kelrugem
March 29th, 2021, 14:15
.
so believe it or not, this extension put me in a situation of life and death. and i died. and it was my fault X-D

details: i had contributed to this extension with a series of alt icons. some of these icons look too similar, namely the one with the skull.
i had since updated the icons for a while now and have been using in games i run, but have not asked author to update.

the other night, big bad boss had the skull icon showing, but it wasn't "dead", just "critically wounded" (not even "dying" lol) so i ignored / mistaken the visual info.
to my detriment, i did not kill it outright on my turn, but instead used a heal on an ally (that was not enough to revive him so he would kill boss on his turn).
consequently, boss cast destruction and my pc failed save; got obliterated to dust with a 200hp damage.

as you can see in the image, i replaced the skull with different visual effect (made them a bit smaller) that i find to work better.
(the save partial actually has more visual details if the background is not all white)

when author has time, he can update. in the meantime, dm me for the updated icons version if you want it.
.
.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45257


Oi, I am sorry for your PC! :D I can replace the icons of course once I finally push the next update :) If you want you can send me them by email :)

bmos
March 29th, 2021, 15:24
Thanks tahl_liadon! I much prefer your alt icons to the originals, but some are definitely too similar.
Looking forward to the improvement.

Asgurgolas
March 29th, 2021, 18:46
*still using the original icons from the first extension* XD

Arnagus
April 24th, 2021, 17:56
I know that you likely do not get as many thanks as there are people using the extension. But is there any update when you fix the compatibility to 3.3.15

Kelrugem
April 24th, 2021, 19:36
I know that you likely do not get as many thanks as there are people using the extension. But is there any update when you fix the compatibility to 3.3.15

I am currently updating it :) Maybe even today with some luck :)

Kelrugem
April 25th, 2021, 23:01
Finally, a new update!! :D See https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=596170&viewfull=1#post596170 and especially https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=596169#post596169 :)

The alternative extensions also has now new icons by tahl_liadon (see first post for samples) :) They are also smaller now (also better for performance maybe, if you have issues) :)

Khoredran
April 26th, 2021, 03:19
I don't know why, but the little dot at the lower right corner of the tokens disappeared with the latest update. Also, I can't turn this option on-off anymore in the Option Menu. The same thing goes for the effects on tokens and it is now impossible to choose detailed information about health status to have the full range of the overlay progression (with moderate and critical).

The View: Wound Categories option in Combat (GM) is gone, as the GM: Show effects and GM: Show health in the Token (GM) screen option. Other might have gone since the list is so small now under Token (GM)

I'm testing the Full OverlayPackage with other icons one.

Kelrugem
April 26th, 2021, 04:00
I don't know why, but the little dot at the lower right corner of the tokens disappeared with the latest update. Also, I can't turn this option on-off anymore in the Option Menu. The same thing goes for the effects on tokens and it is now impossible to choose detailed information about health status to have the full range of the overlay progression (with moderate and critical).

The View: Wound Categories option in Combat (GM) is gone, as the GM: Show effects and GM: Show health in the Token (GM) screen option. Other might have gone since the list is so small now under Token (GM)

I'm testing the Full OverlayPackage with other icons one.

Oh, yes, a small mistake from my side: I forgot to relabel something :) Thank you very much, I just needed to change a "2" to a "3" literally, and now it should work again :D

To all: Please redownload, sorry for the prblems :)

Kelrugem
May 5th, 2021, 02:07
Please redownload, there was a strange issue with deleting NPCs from the CT who got damaged by players while a client still was connected :) (it didn't cause something bad but an annoying error message)

Kelrugem
May 7th, 2021, 20:27
@all: Please redownload the overlay packages :) The new D tag got in conflict with DEX :) I changed D to d to resolve this :) (since it represents "divide" it fits, so, small letters for verbs) (see bottom of https://www.fantasygrounds.com/forums/showthread.php?50297-(New-IF-operator)-New-and-much-better-version-of-Save-versus-tags&p=447288&viewfull=1#post447288 if you do not know this new tag)


Thanks to Svandal for making me aware of that bug :)

Svandal
May 10th, 2021, 20:25
I have found a compatability issue with this extension and a new extension. I posted the bug report here:
https://www.fantasygrounds.com/forums/showthread.php?68300-On-Hit-Effects-Extension&p=599356&viewfull=1#post599356

And thanks for the "d fix" Kel.

Kelrugem
May 10th, 2021, 22:04
I have found a compatability issue with this extension and a new extension. I posted the bug report here:
https://www.fantasygrounds.com/forums/showthread.php?68300-On-Hit-Effects-Extension&p=599356&viewfull=1#post599356

And thanks for the "d fix" Kel.

Yeah, I already suspected that there may be a conflict with this extensions since it touches similar aspects of FG :)

Just to make sure: Just with one of those extensions loaded you do not get this error, isn't it? :)

Kelrugem
May 13th, 2021, 19:29
Please redownload, compatibility update for the ruleset update on Tuesday :) (it is already compatible with the lighting update from today :) if not, please let me know; due to my imminent defence of the PhD I checked the code in a hurry :) )

SoxMax
May 16th, 2021, 06:10
Hey Kel would it be possible to change the code at line 178 of manage_action_save.lua in the getVsRoll function from


if tags ~= "" then
rRoll.sDesc = rRoll.sDesc .. " [Other tags: " .. tags .. "]";
rEffectSpell = rEffectSpell.. tags;
end

to


if tags and tags ~= "" then
rRoll.sDesc = rRoll.sDesc .. " [Other tags: " .. tags .. "]";
rEffectSpell = rEffectSpell.. tags;
end


It would improve compatibility with other mods that use this function but don't have any tags to pass.

Kelrugem
May 16th, 2021, 12:26
Hey Kel would it be possible to change the code at line 178 of manage_action_save.lua in the getVsRoll function from


if tags ~= "" then
rRoll.sDesc = rRoll.sDesc .. " [Other tags: " .. tags .. "]";
rEffectSpell = rEffectSpell.. tags;
end

to


if tags and tags ~= "" then
rRoll.sDesc = rRoll.sDesc .. " [Other tags: " .. tags .. "]";
rEffectSpell = rEffectSpell.. tags;
end


It would improve compatibility with other mods that use this function but don't have any tags to pass.

Yeah, I try to think about it the next time I upload something new again, thanks :) (right now a lot to do, but I hope I do not forget it) That is one of my first codes, didn't think about back then to do something like this :D (if (tags or "") ~= "" then should probably also do it)

Merecraft
June 9th, 2021, 13:00
Does this extension work with 5E? Looks like exactly what I am looking for :-)

bmos
June 9th, 2021, 13:16
Does this extension work with 5E?nope

Kelrugem
June 9th, 2021, 14:08
Does this extension work with 5E? Looks like exactly what I am looking for :-)

As Bmos said, no, this is for 3.5e/PF1, but for 5e I have found this: https://www.fantasygrounds.com/forums/showthread.php?67756-5e-Indicators :) Maybe this extension may help you? But it costs something; maybe there is also a free extension :)

Merecraft
June 9th, 2021, 14:14
Perfect, thanks Kelrugem!

Kelrugem
June 23rd, 2021, 23:32
Please redownload :) I have added the patch stuff about the new shortcuts in the toolbar from some FG patch last week, and I improved compatibility (thanks to SoxMax) :)

Kelrugem
July 19th, 2021, 23:49
Forge links: https://forge.fantasygrounds.com/shop/items/29/view and https://forge.fantasygrounds.com/shop/items/1/view

bmos
July 19th, 2021, 23:55
https://forge.fantasygrounds.com/shop/items/1/view
That URL ;)
Forever awesome.

Kelrugem
July 20th, 2021, 00:07
That URL ;)
Forever awesome.

lol, I didn't see it until you mentioned it :D

cristmo
September 1st, 2021, 09:50
Hi Kel,
I've found an odd behaviour in the management of DR effects: DR on PCs is not calculated correctly, while on NPCs works perfectly.
How to reproduce this issue (disable all other extensions before the test):
-Setup this effect in the CT for the PC: "DR: 4"
-Roll NPC damage vs this PC (e.g., you roll 2)
-Damage is dealt to the PC, even if it shouldn't have.

The issue is in function getDamageAdjust (file manager_action_damage.lua), at line 1598:

end
end

-- APPLY DAMAGE ADJUSTMENT FROM THIS DAMAGE CLAUSE TO OVERALL DAMAGE ADJUSTMENT
nDamageAdjust = nDamageAdjust + nLocalDamageAdjust - nNonlethalAdjust;
nNonlethal = nNonlethal + nNonlethalAdjust;
end
end

-- RESULTS
return nDamageAdjust, nNonlethal, bVulnerable, bResist;
end

The code should be modified with the following:

end
end

end
-- APPLY DAMAGE ADJUSTMENT FROM THIS DAMAGE CLAUSE TO OVERALL DAMAGE ADJUSTMENT
nDamageAdjust = nDamageAdjust + nLocalDamageAdjust - nNonlethalAdjust;
nNonlethal = nNonlethal + nNonlethalAdjust;
end

-- RESULTS
return nDamageAdjust, nNonlethal, bVulnerable, bResist;
end

After this fix, DR will be applied correctly.

During the check, I've realized that your version of manager_action_damage.lua is quite different from official 3.5E ruleset: I've recoded your lua to comply with the 3.5E version (see attachment). Please feel free to use use it at your convenience.

Kelrugem
September 1st, 2021, 10:36
Hi Kel,
I've found an odd behaviour in the management of DR effects: DR on PCs is not calculated correctly, while on NPCs works perfectly.
How to reproduce this issue (disable all other extensions before the test):
-Setup this effect in the CT for the PC: "DR: 4"
-Roll NPC damage vs this PC (e.g., you roll 2)
-Damage is dealt to the PC, even if it shouldn't have.

The issue is in function getDamageAdjust (file manager_action_damage.lua), at line 1598:

end
end

-- APPLY DAMAGE ADJUSTMENT FROM THIS DAMAGE CLAUSE TO OVERALL DAMAGE ADJUSTMENT
nDamageAdjust = nDamageAdjust + nLocalDamageAdjust - nNonlethalAdjust;
nNonlethal = nNonlethal + nNonlethalAdjust;
end
end

-- RESULTS
return nDamageAdjust, nNonlethal, bVulnerable, bResist;
end

The code should be modified with the following:

end
end

end
-- APPLY DAMAGE ADJUSTMENT FROM THIS DAMAGE CLAUSE TO OVERALL DAMAGE ADJUSTMENT
nDamageAdjust = nDamageAdjust + nLocalDamageAdjust - nNonlethalAdjust;
nNonlethal = nNonlethal + nNonlethalAdjust;
end

-- RESULTS
return nDamageAdjust, nNonlethal, bVulnerable, bResist;
end

After this fix, DR will be applied correctly.

During the check, I've realized that your version of manager_action_damage.lua is quite different from official 3.5E ruleset: I've recoded your lua to comply with the 3.5E version (see attachment). Please feel free to use use it at your convenience.

Thank you very much :)

However, I cannot reproduce this issue, it works completely fine for me :) Are you sure that you do not have any other extension loaded? Also make sure that you do not have unpacked extensions and rulesets in your folders, they may make things quirky :)

About the general script: Thanks a lot, I try to take a look at this, but I am not sure yet whether I will add your script yet because there were a lot of reasons why I rewrote the complete script :) (on one hand for the fortification roll and on the other hand for fixing a lot of the behaviour; see my forge item description (rather at the end) about what I did with the damage stuff :) So, indeed, I added correct rounding rules and so on, hence, the code looks so much different :D But Moon Wizard changed the overall layout of the script some months ago, I still need to comply with these changes but had no time yet :) Hence, really thanks a lot :D Gladly, the official different layout is just about restructuring, so, no features lost for the end users of my extension :) )

Kelrugem
September 1st, 2021, 10:39
Hi Kel,
I've found an odd behaviour in the management of DR effects: DR on PCs is not calculated correctly, while on NPCs works perfectly.
How to reproduce this issue (disable all other extensions before the test):
-Setup this effect in the CT for the PC: "DR: 4"
-Roll NPC damage vs this PC (e.g., you roll 2)
-Damage is dealt to the PC, even if it shouldn't have.

The issue is in function getDamageAdjust (file manager_action_damage.lua), at line 1598:

end
end

-- APPLY DAMAGE ADJUSTMENT FROM THIS DAMAGE CLAUSE TO OVERALL DAMAGE ADJUSTMENT
nDamageAdjust = nDamageAdjust + nLocalDamageAdjust - nNonlethalAdjust;
nNonlethal = nNonlethal + nNonlethalAdjust;
end
end

-- RESULTS
return nDamageAdjust, nNonlethal, bVulnerable, bResist;
end

The code should be modified with the following:

end
end

end
-- APPLY DAMAGE ADJUSTMENT FROM THIS DAMAGE CLAUSE TO OVERALL DAMAGE ADJUSTMENT
nDamageAdjust = nDamageAdjust + nLocalDamageAdjust - nNonlethalAdjust;
nNonlethal = nNonlethal + nNonlethalAdjust;
end

-- RESULTS
return nDamageAdjust, nNonlethal, bVulnerable, bResist;
end

After this fix, DR will be applied correctly.

During the check, I've realized that your version of manager_action_damage.lua is quite different from official 3.5E ruleset: I've recoded your lua to comply with the 3.5E version (see attachment). Please feel free to use use it at your convenience.

I now think I know why you got the behaviour you have seen: Did you use damage rolls without damage types to test DR? As far as I know DR cannot affect damage rolls without damage type, so, my code should be correct :) (and I think the official code does the same, I just copied that behaviour if I recall correctly) If DR also affects untyped rolls, then yes, one needs to change the code as you propose :) (I think, I am just speculating right now, I need to look more closely at the code :) )

cristmo
September 1st, 2021, 11:48
I now think I know why you got the behaviour you have seen: Did you use damage rolls without damage types to test DR? As far as I know DR cannot affect damage rolls without damage type, so, my code should be correct :) (and I think the official code does the same, I just copied that behaviour if I recall correctly) If DR also affects untyped rolls, then yes, one needs to change the code as you propose :) (I think, I am just speculating right now, I need to look more closely at the code :) )

I applied the damage double clicking on the NPC CT attack entry, so I think your guess is right: it could be a damage without type.
Regarding official code, I’m almost sure it handles properly even typeless damages: I’ve tested it in the same way, and read the source code; maybe you could check it too.

Kelrugem
September 1st, 2021, 11:54
I applied the damage double clicking on the NPC CT attack entry, so I think your guess is right: it could be a damage without type.
Regarding official code, I’m almost sure it handles properly even typeless damages: I’ve tested it in the same way, and read the source code; maybe you could check it too.

Yes, I will check it, thank you very much :) It may be well-be that this changed with the restructuring of the official code :)

(and then I need to do research about whether or not untyped damage types are unaffected; usually they do not arise, and then one could argue that untyped damage types are useful for quickly adjusting and correcting damage numbers, e.g. for AoEs using a dummy NPC to make "damage". Thence, it may be useful to keep it that untyped damage types are unaffected by such things :) But maybe there is a statement in the rules of 3.5E/PF1)

Nevertheless, I may finally need to apply the official restructuring of the code to my extension; that restructuring was done while I was heavily focusing on my Ph.D. thesis and then I had no time for such things :D Thanks again that you already took a look into that, it will surely help me and I will make an official notification about your help once I publish it :) (it may still take a while though, I am currently writing my next paper :) if I forget to mention your help in that, then please remind me :) )

cristmo
September 1st, 2021, 11:58
No worries, I’m just glad to help.

cristmo
September 3rd, 2021, 10:48
(and then I need to do research about whether or not untyped damage types are unaffected; usually they do not arise, and then one could argue that untyped damage types are useful for quickly adjusting and correcting damage numbers, e.g. for AoEs using a dummy NPC to make "damage". Thence, it may be useful to keep it that untyped damage types are unaffected by such things :) But maybe there is a statement in the rules of 3.5E/PF1)


Hi Kel, I wasn’t able to find anything in the official rulebooks, but I’ve found a post (https://paizo.com/threads/rzs2knnf&page=1?Damage-TypesSpells-dealing-Physical-Damage-A#6) from Jams Jacobs that seems to confirm your idea: untyped damage bypasses DR.

Apparently, your coding is correct, while FG standard is not.

Now I’d like to understand why the parser doesn’t attach the damage type to the CT attack entry for NPCs, but this is another topic.

Kelrugem
September 3rd, 2021, 18:54
Hi Kel, I wasn’t able to find anything in the official rulebooks, but I’ve found a post (https://paizo.com/threads/rzs2knnf&page=1?Damage-TypesSpells-dealing-Physical-Damage-A#6) from Jams Jacobs that seems to confirm your idea: untyped damage bypasses DR.

Apparently, your coding is correct, while FG standard is not.

Now I’d like to understand why the parser doesn’t attach the damage type to the CT attack entry for NPCs, but this is another topic.

Ah, thanks for the research :)

If you want, you can report that untyped behaviour, such things are usually quickly fixed :) I can report it, too, if you prefer :)

How does your NPC attack look like? Maybe I can tell you why the parser didn't pick any damage types :)

cristmo
September 4th, 2021, 10:32
How does your NPC attack look like? Maybe I can tell you why the parser didn't pick any damage types :)

Hi Kel, I've found the reason: NPC weapon (dogslicer) is not included in DataCommon.weapondmgtype. Once added to the list, the correct damage type is parsed.

Thank you :)

Kelrugem
September 4th, 2021, 10:44
Hi Kel, I've found the reason: NPC weapon (dogslicer) is not included in DataCommon.weapondmgtype. Once added to the list, the correct damage type is parsed.

Thank you :)

Nice :) Yeah, I thought already about that this may be the culprit :) (in my private campaign I also had to add certain weapons over the time to dataCommon)

bmos
September 4th, 2021, 12:42
Hi Kel, I've found the reason: NPC weapon (dogslicer) is not included in DataCommon.weapondmgtype. Once added to the list, the correct damage type is parsed.

Thank you :)I suggest you use this: https://forge.fantasygrounds.com/shop/items/210/view

Kelrugem
September 4th, 2021, 13:36
I suggest you use this: https://forge.fantasygrounds.com/shop/items/210/view

Nice, thanks :)

cristmo
September 4th, 2021, 18:02
I suggest you use this: https://forge.fantasygrounds.com/shop/items/210/view
Thank you bmos, I will add this to the other extensions I’m using from your repository.
I guess the term “bmos addicted” would fit well... :)

bmos
September 4th, 2021, 21:22
Thank you bmos, I will add this to the other extensions I’m using from your repository.
I guess the term “bmos addicted” would fit well... :)ha! To be fair, this one is almost entirely by Nickademus, I just added a couple more and some natural attacks that were missing and posted to Forge.
If you notice any that are still not working, message me and I can add them.

Kelrugem
January 10th, 2022, 23:21
New update :) See https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=634997&viewfull=1#post634997 and the following post :)

jharp
January 12th, 2022, 16:46
Can you make your changes to imagewindow_toolbar merge rather than delete?

Jason

Kelrugem
January 12th, 2022, 17:00
Can you make your changes to imagewindow_toolbar merge rather than delete?

Jason

I can try, but there was some reason why I didn't, though I am not sure why anymore :D (maybe because I wanted a certain position of the buttons and not just very left or right; but this is actually not so important, I think)

jharp
January 12th, 2022, 17:44
Thanks. Let me know if there is a reason you can't.

Kelrugem
January 23rd, 2022, 01:29
New update! :)

Evasion and Improved Evasion now also show up in the effects' window as effects buttons; the effects' window is accessible in the upper right of the sidebar :)

Compatibility patch for advanced effects by Bmos and Rmilmine :) (Thanks to Bmos for suggesting some compatibility codes :) )

Also big thanks to SoxMax :) I am very happy to say that extended automation is now the first extension supporting the effect builder by SoxMax :) See here for information about the effect builder: https://forge.fantasygrounds.com/shop/items/457/view. That is, the effects of this extension will also show up in the effect builder if you also loaded the effect builder plus the plugin for 3.5E/PF1 (see the link about the effect builder for more information about the needed plugin). This is solely made by SoxMax, I just merged his suggestions for the code into the extension :D

EDIT: Oh, and now I just see that I wanted to solve the issue with jharp's extension! Sorry, I will try to do this the next time :)

Kelrugem
April 9th, 2022, 20:52
New version: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=646887&viewfull=1#post646887 :)

Asgurgolas
April 10th, 2022, 04:45
Such good news as soon as I wake up in the morning! <3 *rushes to update*

Kelrugem
April 10th, 2022, 23:32
Such good news as soon as I wake up in the morning! <3 *rushes to update*

Thanks for the words :o

Asgurgolas
April 11th, 2022, 07:07
Thanks for the words :o

thank YOU for the work you do :O

Kelrugem
April 11th, 2022, 08:22
thank YOU for the work you do :O

If I answer again with thanking for the words, do I start a "thanks-loop"? :D

(thank you :P)

Asgurgolas
April 11th, 2022, 12:04
If I answer again with thanking for the words, do I start a "thanks-loop"? :D

(thank you :P)

It might happen... in case, let's just divide it by zero

(no, thank YOU for your work!)

Kelrugem
April 16th, 2022, 04:44
It might happen... in case, let's just divide it by zero

(no, thank YOU for your work!)



function AnswerInForum()
if Asgurgolas said thanks then
Post on forum("Thanks for the word");
end
end

Now I just activate this function all the time and so I will always have said one more thanks than you :P

Asgurgolas
April 16th, 2022, 19:00
Lazy!

Kelrugem
January 20th, 2024, 11:18
Sooo, finally a compatibility update with the newest version of FGU! :) I also added a code provided by ryan/rhagelstrom for compatibility with his turbo extension :) (sorry for the delay about the latter, I totally forgot that one)