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Chalmes95
February 1st, 2021, 23:10
Ah, I see, sadly not since I do not run 5e :) I made some small extensions after some requests from community members, this is why those extensions exist in the first place :D

have a nice day, too :)

Kelrugem my fellow 3.5/PF Purest. Love yours and BMOS exts you guys do great work. Thank you for the effort you guys do for us 3.5 guys still around.

Kelrugem
February 2nd, 2021, 06:01
Kelrugem my fellow 3.5/PF Purest. Love yours and BMOS exts you guys do great work. Thank you for the effort you guys do for us 3.5 guys still around.

Oh, thank you very much :)

Asgurgolas
February 2nd, 2021, 09:38
Kelrugem my fellow 3.5/PF Purest. Love yours and BMOS exts you guys do great work. Thank you for the effort you guys do for us 3.5 guys still around.

I second that!

Kelrugem
February 2nd, 2021, 23:02
I second that!

Thanks :o

Kelrugem
February 4th, 2021, 08:56
See here, https://www.fantasygrounds.com/forums/showthread.php?65561-2020-02-Ruleset-Updates&p=576048#post576048, it is planned to push the patch on 16 Febuary :) So, you should not then use my extensions anymore beginning with that date :)

Asgurgolas
February 4th, 2021, 12:31
See here, https://www.fantasygrounds.com/forums/showthread.php?65561-2020-02-Ruleset-Updates&p=576048#post576048, it is planned to push the patch on 16 Febuary :) So, you should not then use my extensions anymore beginning with that date :)

You're well aware of the fact I'd rather NOT update FG than stop using your extensions, right? :P

Kelrugem
February 4th, 2021, 13:17
You're well aware of the fact I'd rather NOT update FG than stop using your extensions, right? :P

yeah, and I feel flattered :D But beware that you won't get the dynamic lighting stuff then, too, which probably comes (shortly?) after that patch :) (in case you already use FGU or plan to)

Chalmes95
February 4th, 2021, 16:30
See here, https://www.fantasygrounds.com/forums/showthread.php?65561-2020-02-Ruleset-Updates&p=576048#post576048, it is planned to push the patch on 16 Febuary :) So, you should not then use my extensions anymore beginning with that date :)

Any plans to update your ext after the major update for dynamic lighting ? Or are you just dropping them just curious.

Kelrugem
February 4th, 2021, 16:51
Any plans to update your ext after the major update for dynamic lighting ? Or are you just dropping them just curious.

See here: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=574331&viewfull=1#post574331

So, yes, I will certainly update it again, but it could take a while until I find time for it :)

Svandal
February 4th, 2021, 17:38
I linked your extension Kel as an example of my new suggested idea.
Vote if you think effects need more love
https://fgapp.idea.informer.com/proj/fgapp?ia=135571

Especially logical operators

Kelrugem
February 4th, 2021, 17:44
I linked your extension Kel as an example of my new suggested idea.
Vote if you think effects need more love
https://fgapp.idea.informer.com/proj/fgapp?ia=135571

Especially logical operators

Voted, thanks :) (also thanks for mentioning the extensions there :D)

Asgurgolas
February 4th, 2021, 23:19
yeah, and I feel flattered :D But beware that you won't get the dynamic lighting stuff then, too, which probably comes (shortly?) after that patch :) (in case you already use FGU or plan to)


I'm still on FGC, so no skin off my back if I delay updates eheheh... I'll evenually get FGU laaater on (perhaps summer or even later)

RobboNJ69
February 5th, 2021, 01:05
Speaking of updates... Does anyone know for *certain* if when you do an update in the 'Dev' or 'Test' Channel, does it also do an update for the 'Live' version as well? And visa-versa? I'd like to see what the new release is going to look like but I can't without doing an update. And I don't plan on updating until all the extensions are known to be fixed. We only use House Rules, so that's no big deal for us. Thanks!

bmos
February 5th, 2021, 01:10
Speaking of updates... Does anyone know for *certain* if when you do an update in the 'Dev' or 'Test' Channel, does it also do an update for the 'Live' version as well? And visa-versa? I'd like to see what the new release is going to look like but I can't without doing an update. And I don't plan on updating until all the extensions are known to be fixed. We only use House Rules, so that's no big deal for us. Thanks!I'm pretty sure it completely overwrites the live versions with any applicable dev updates. Then when you switch back it re-downloads the live versions of any files that are on the dev branch.

RobboNJ69
February 5th, 2021, 01:24
I'm pretty sure it completely overwrites the live versions with any applicable dev updates. Then when you switch back it re-downloads the live versions of any files that are on the dev branch.

Thanks!

How are you doing with your extensions and the pending update? I know you have a bunch you're maintaining.

Moon Wizard
February 5th, 2021, 01:37
On FGC, there is one data folder; and it uses whatever version is available in that channel on the patch system.

On FGU, there is a separate data folder for each channel (where anything but Live is embedded in a channels subfolder). In this scenario, you have to physically copy campaigns between channel folders.

Regards,
JPG

bmos
February 5th, 2021, 12:32
On FGC, there is one data folder; and it uses whatever version is available in that channel on the patch system.

On FGU, there is a separate data folder for each channel (where anything but Live is embedded in a channels subfolder). In this scenario, you have to physically copy campaigns between channel folders.

Regards,
JPGAwesome! (it's a 'channels' subfolder inside the FG data folder)
This makes my work updating my extensions much easier.

Thanks!

How are you doing with your extensions and the pending update? I know you have a bunch you're maintaining.I have downloaded the dev build and started comparing files for differences. This is complicated by my switching OSes and text editors since I last worked on this sort of thing much, so there's a bunch of basic stuff I'm having to re-learn (like the most efficient way to check for differences). I've tentatively verified Update NPC Spells is alright, but haven't done any testing yet.
There's basically 0 chance I'll be done with them in time for the release, so I've made a poll to see what the users' priorities are. Vote here (please be respectful and only vote once) (https://docs.google.com/forms/d/e/1FAIpQLSe1dC6HRijH7rgWSuG2HA5wUe3OzW5zD_EgJLze_8Q-QEUxKA/viewform).

Zygmunt Molotch
February 16th, 2021, 03:33
You're well aware of the fact I'd rather NOT update FG than stop using your extensions, right? :P

same,

at the moment i'm looking for sustainable ways to carry on with current campaigns not using the update, it might be a RPG less 6 months for us over here because of it :D

Asgurgolas
February 16th, 2021, 03:55
well, my fault lies in that I grew TOO much dependant on Kelrugem's, bmos and rmlmine's extensions, so much that I wouldn't be able to manage my campaign anymore without them :P

Zygmunt Molotch
February 16th, 2021, 04:10
nope, totally with you, I'm likely going to call it closing time on the campaign. it's easier than carrying on without them :(

Kelrugem
February 16th, 2021, 10:22
nope, totally with you, I'm likely going to call it closing time on the campaign. it's easier than carrying on without them :(

oh, please do not stop gaming just because I am not yet able to update the extensions immediately :) Actually, Superteddy (from SmiteWorks) offered me help to update it :) That is very nice from him, but I sadly do not even find time for that right now; but my thesis is handed in hopefully next week. Then I hopefully find time soon for updating the extensions, just to distract myself from the thesis :) (I hope that works out) You can try to make a backup of everything, in case you accidentally update, too

Ckorik
February 16th, 2021, 13:03
Then I hopefully find time soon for updating the extensions, just to distract myself from the thesis (I hope that works out)

You got this! I wish you luck and will be cheering you on virtually!

Kelrugem
February 16th, 2021, 14:39
You got this! I wish you luck and will be cheering you on virtually!

thank you :o

Asgurgolas
February 16th, 2021, 22:21
I'll wait happily for that day :°D

in the meantime I'll keep from updatin anyways

Kelrugem
February 16th, 2021, 23:12
Big update of SmiteWorks is now published, please do not use my extensions anymore in case you want to update :)

RobboNJ69
February 17th, 2021, 03:01
We're also holding off on any updates until the extensions can get updated as well. We don't use any paid adventure content, so it isn't a big deal for us. Now, whether or not all my players can avoid the bright, flashy, "Check for Update" button is an entirely different question.

@Kelrugem... good luck with the thesis! We know you'll update your extensions when you can.

Zygmunt Molotch
February 17th, 2021, 03:04
your Thesis is more important :)

I fully empathise, I get flashbacks to this day

Kelrugem
February 17th, 2021, 12:12
thanks all for your messages :o

dllewell
February 18th, 2021, 17:05
@Kelrugem Good luck with your thesis.

@Everyone
I have upgraded to the latest patch on Unity and have tested the Full Overlay Package (the standard version not the version that is integrated with StrainInjury). https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)

It does not appear to 'break' anything in Fantasy Grounds. Everything I have tested, works. But if their is anything that is not working, if is failing gracefully. I.E. It doesn't throw any error messages and doesn't cause anything else to stop working. See below for all the items I tested.

NOTE 1: This is just for Unity. I have not done any testing on Classic.
NOTE 2: This is for the Pathfinder ruleset. I have not done any testing for the 3.5 E ruleset.
NOTE 3: Just because this all works for me does not guarantee that it will work for you. It should be the same but no guarantees. If you don't have to upgrade then the best advice is to not upgrade yet. But if you do have to upgrade then their is a very good chance that most (if not all) of the Full Overlay Package will continue to work for you.

Overlay - Works.

The options exist in the settings box.
The clear options exist on the top of the map.
The overlay icons correctly apply on damage and spell results.

Save Versus Tags/IF Operator - Works (limited testing).

The IFTAG still works.
I have not tested every modifier from this extension. The following modifiers have been tested and work - COC, DC, SIMMUNE, and SR.
Dice support for effect parsing works. E.G. - STR: [-2d6+1]

Advanced Effects - Works (limited testing)
I have not tested every option. The options that I have tested all work.
The options tested are: FORTIF, HRESIST, TDMG, ACCC, VCONC, TVCONC

Attack of Opportunity Tracker - Works
Attack of Opportunity - Works
Flat-Footed - Works

Kelrugem
February 18th, 2021, 17:13
@Kelrugem Good luck with your thesis.

@Everyone
I have upgraded to the latest patch on Unity and have tested the Full Overlay Package (the standard version not the version that is integrated with StrainInjury). https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)

It does not appear to 'break' anything in Fantasy Grounds. Everything I have tested, works. But if their is anything that is not working, if is failing gracefully. I.E. It doesn't throw any error messages and doesn't cause anything else to stop working. See below for all the items I tested.

NOTE 1: This is just for Unity. I have not done any testing on Classic.
NOTE 2: This is for the Pathfinder ruleset. I have not done any testing for the 3.5 E ruleset.
NOTE 3: Just because this all works for me does not guarantee that it will work for you. It should be the same but no guarantees. If you don't have to upgrade then the best advice is to not upgrade yet. But if you do have to upgrade then their is a very good chance that most (if not all) of the Full Overlay Package will continue to work for you.

Overlay - Works.

The options exist in the settings box.
The clear options exist on the top of the map.
The overlay icons correctly apply on damage and spell results.

Save Versus Tags/IF Operator - Works (limited testing).

The IFTAG still works.
I have not tested every modifier from this extension. The following modifiers have been tested and work - COC, DC, SIMMUNE, and SR.
Dice support for effect parsing works. E.G. - STR: [-2d6+1]

Advanced Effects - Works (limited testing)
I have not tested every option. The options that I have tested all work.
The options tested are: FORTIF, HRESIST, TDMG, ACCC, VCONC, TVCONC

Attack of Opportunity Tracker - Works
Attack of Opportunity - Works
Flat-Footed - Works

Thank you :) And thanks a lot for the thorough testing :)

I am really wondering that it works so far :D But on a second thought I may know why: My extension is very big, that is, it overwrites really a lot of the ruleset, probably also the significant changes which may explain why it works :D The scripts I do not overwrite may have certain changes, but those are related to relabellings of scripts, so, they just refer to the new scripts and still find them because overwriting scripts is by the label (so, the new stuff is there in the background and not overwritten).

All of that may funnily mean that my extension is big enough to cause no obvious problems (but who knows) :D

dogfisc
February 19th, 2021, 14:06
@Kelrugem Good luck with your thesis.

@Everyone
I have upgraded to the latest patch on Unity and have tested the Full Overlay Package (the standard version not the version that is integrated with StrainInjury). https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)

It does not appear to 'break' anything in Fantasy Grounds. Everything I have tested, works. But if their is anything that is not working, if is failing gracefully. I.E. It doesn't throw any error messages and doesn't cause anything else to stop working. See below for all the items I tested.
I've found the same--everything I've tried still works, and I haven't seen any core functionality that has been broken.

The only minor exception is that there was a core change to move the image toolbar icons to the right of the window rather than the left; with the full overlay active they are still on the left, unless the image is maximized with the arrow icon ("desktop view?"). In that case the icons move to the right but so far over that they are under the the normal image control icons. This isn't a big deal, and certainly worth it to be able to continue using this extension.

dllewell
February 19th, 2021, 16:10
I've found the same--everything I've tried still works, and I haven't seen any core functionality that has been broken.

The only minor exception is that there was a core change to move the image toolbar icons to the right of the window rather than the left; with the full overlay active they are still on the left, unless the image is maximized with the arrow icon ("desktop view?"). In that case the icons move to the right but so far over that they are under the the normal image control icons. This isn't a big deal, and certainly worth it to be able to continue using this extension.

Was your testing in Classic or Unity?

dogfisc
February 19th, 2021, 16:14
Was your testing in Classic or Unity?
Unity. I don’t own Classic, so I don’t always remember to specify.

I’ve been looking at the updated core code and the extension and I think I have it working, but I know it’s not the best way to do it (I haven’t yet learned how to merge xml and templates).

Svandal
February 21st, 2021, 19:46
I hope you are doing well with your thesis Kel.

I found a small error in you NODEX. In pathfinder, being grappled does not deny you your dex bonus to AC, and you will not be sneak attacked. I think you do in 3.5, so there is a difference.
Being pinned will deny you dex to AC.
If I use:
IFT: NODEX; DMG: 2d6 precision
This should not work against grappled enemies, but it does :)

Kelrugem
February 21st, 2021, 19:54
I hope you are doing well with your thesis Kel.

I found a small error in you NODEX. In pathfinder, being grappled does not deny you your dex bonus to AC, and you will not be sneak attacked. I think you do in 3.5, so there is a difference.
Being pinned will deny you dex to AC.
If I use:
IFT: NODEX; DMG: 2d6 precision
This should not work against grappled enemies, but it does :)

Ah, oki, yeah, that is indeed a difference then (or I misremember the rules in 3.5e) :) I will adjust this then in a future update, thanks a lot for your report :)

PS: Yeah, I am soon done with the thesis, already 259 pages full with mathematics and physics; the proof-readers of the comittee will hate me who only have ten weeks to read it :D

Asgurgolas
February 22nd, 2021, 21:12
Yeah it's a difference in the grappling rules between 3.5 and PF1

Kelrugem
February 28th, 2021, 12:49
Sooo, first thing updated: Height extension should work with the newest version now again :) (also thanks to bmos initial work for height)

Thesis is basically done, just some proof-reading left etc., which is why I have right now a bit more time again :) But no guarantee on when everything else is updated :D

Asgurgolas
February 28th, 2021, 14:22
Sooo, first thing updated: Height extension should work with the newest version now again :) (also thanks to bmos initial work for height)

Thesis is basically done, just some proof-reading left etc., which is why I have right now a bit more time again :) But no guarantee on when everything else is updated :D

*waits (im)patiently*

RobboNJ69
February 28th, 2021, 15:08
Thesis is basically done

So, this just came to mind... are we going to need to call you Dr. Kelrugem soon? ��

Congrats on finishing the thesis!

Kelrugem
February 28th, 2021, 16:47
So, this just came to mind... are we going to need to call you Dr. Kelrugem soon? ��

Congrats on finishing the thesis!

Thanks :D

Hehe, yeah, Dr. Kelrugem may fit :p But I am doing a dual PhD degree actually, so, I am not sure, but maybe this means it is then Dual Dr. Kelrugem :D (It is at least not the same as Dr. Dr. Kelrugem since it is still just one thesis, but at two institutes :D)

Asgurgolas
March 1st, 2021, 11:15
"Dual Dr. Kelrugem", sounds like the name of some supervillain scientist. I might create a NPC based on that :°D

Kelrugem
March 11th, 2021, 00:15
"Dual Dr. Kelrugem", sounds like the name of some supervillain scientist. I might create a NPC based on that :°D

:D

There is a new version for the height extension :) I had not yet time to look at the other extensions, but at least I try to keep up that one extension I already was able to update :D

Asgurgolas
March 11th, 2021, 00:43
Soon.. SOON!!!!
*laughs manically*

Mortex9
March 17th, 2021, 19:02
Found a bug. Your Full OverlayPackage with alternative icons.ext moves the toolbar buttons from the right to the left which hides them behind the character portraits.

Kelrugem
March 17th, 2021, 19:04
Found a bug. Your Full OverlayPackage with alternative icons.ext moves the toolbar buttons from the right to the left which hides them behind the character portraits.

Thank you :)

Beware, as stated in the first post (the big fat red letters :D) all my extensions are incompatible and not up-to-date (except height and maybe the theme stuff and antimagic) right now :) It is only supported for previous versions (3.3.12 of FGC for example, I think) I have currently not much time to update my stuff :) (Right now I am packing for a move and then the very last steps of my thesis, improving my introduction etc., brrr :D)

daddyogreman
March 17th, 2021, 19:51
Thank you :)

Beware, as stated in the first post (the big fat red letters :D) all my extensions are incompatible and not up-to-date (except height and maybe the theme stuff and antimagic) right now :) It is only supported for previous versions (3.3.12 of FGC for example, I think) I have currently not much time to update my stuff :) (Right now I am packing for a move and then the very last steps of my thesis, improving my introduction etc., brrr :D)

Tho I will say the regular Full OverlayPackage seems to be working as is. I've run a couple sessions with it and haven't had weird behavior or a console error pop up.

dogfisc
March 17th, 2021, 19:59
Found a bug. Your Full OverlayPackage with alternative icons.ext moves the toolbar buttons from the right to the left which hides them behind the character portraits.
This was due to the Feb 16 update. So far, it’s the only problem I’ve seen with continuing to use the extension before it gets updated to be compatible with those changes.

Horus1216
March 18th, 2021, 03:16
At this point you might want to just update them for 4.1 and skip 4.0.1 lol.

Kelrugem
March 18th, 2021, 03:18
At this point you might want to just update them for 4.1 and skip 4.0.1 lol.

Lol, that is likely to happen, I think :D

Asgurgolas
March 18th, 2021, 03:52
Only Dual Dr. Kelrugem has the key to unseal the "update" button on my FG :P I will wait foreeever, if necessary :rv:

Kelrugem
March 18th, 2021, 03:55
Only Dual Dr. Kelrugem has the key to unseal the "update" button on my FG :P I will wait foreeever, if necessary :rv:

Hehe, I hope I can update before my defence, then you do not need to wait for Dual Dr. Kelrugem :p

Asgurgolas
March 18th, 2021, 22:43
Defense? :o

bmos
March 18th, 2021, 22:47
Totally imagining Kelrugem's dragon avatar defending against the thesis committee now...

Kelrugem
March 18th, 2021, 22:59
Defense? :o

That's how one calls the presentation I need to do for my PhD, to earn the title :D ("Defence" because you get then questions about your work and you need to answer these; I believe it was somewhen in the past usual that this could take several hours(!), and depending on subject one needed to answer very quickly. This probably felt really like a "fight", and then the PhD student "defended" :D)
The defense is probably in May/June, now the referees need to read my thesis :) Therefore my answer; you wrote only dual Dr. Kelrugem can unseal the update button, but I get my title in June, and I therefore hope that you do not need to wait that long, which would be the case when I can update before my defence happens :D


Totally imagining Kelrugem's dragon avatar defending against the thesis committee now...

Hehe :D It is a Kobold, but Kobolds usually like to be called dragon :D

RobboNJ69
March 25th, 2021, 04:53
Tho I will say the regular Full OverlayPackage seems to be working as is. I've run a couple sessions with it and haven't had weird behavior or a console error pop up.

Same here. I ran the Full Overlay Package for our session tonight and had no issues. What a difference this extension makes! It was terrible playing without it. They really should compensate Kelrugem and include this in the core program.

Asgurgolas
March 25th, 2021, 10:12
Same here. I ran the Full Overlay Package for our session tonight and had no issues. What a difference this extension makes! It was terrible playing without it. They really should compensate Kelrugem and include this in the core program.

To the point I'd be unable to smoothly run my campaigns without it XD

Kelrugem
March 25th, 2021, 19:08
Short status update: I am still rewriting now parts of my thesis as part of the polishing process :) But I plan to hand it finally in around Easter :) afterwards I hope to be able to update the extensions :) (since around that time the Dynamic lighting may come, it is probably good to wait until that time)

By the way, after my PhD I will move to Taipei in Taiwan :) So, soon other things to do, but once I've updated it, I hope I can keep up with updates :)

tahl_liadon
March 25th, 2021, 21:24
...move to Taipei in Taiwan :)
.
is that for a new job or just moving there? big congrats either way!

Kelrugem
March 25th, 2021, 21:44
.
is that for a new job or just moving there? big congrats either way!


Thank you :) That is for a new job beginning in August :) (Postdoc position as researcher :) )

Kelrugem
April 4th, 2021, 20:13
So, thesis is now officially handed-in :) I hope I can soon update the extensions then; but may be better to wait until the next big patch comes (which seems to be soon^TM) :D

Asgurgolas
April 5th, 2021, 00:10
So, thesis is now officially handed-in :) I hope I can soon update the extensions then; but may be better to wait until the next big patch comes (which seems to be soon^TM) :D

Grats!

wait, what do you mean by "next big patch"? :ninja:

Kelrugem
April 5th, 2021, 00:12
Grats!

wait, what do you mean by "next big patch"? :ninja:

Thanks :)

I mean the lighting patch, https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1&p=586138&viewfull=1#post586138, but that does probably not change so many parts of the code I affect :)

darrenan
April 5th, 2021, 00:37
Yeah, no excuses Kel, get to work! ;)

darrenan
April 5th, 2021, 00:38
Although to be fair, I ran some tests of the S/I with Full Overlay package today in FGU and didn't hit any script errors and didn't notice any loss of functionality, so maybe you have less work ahead of you than you think. I told my players to go ahead and update FGC for tonights game after many weeks of holding off, so we'll see how it goes.

Kelrugem
April 5th, 2021, 00:44
Yeah, no excuses Kel, get to work! ;)

hehe, oki, I do ;)

Thamyor
April 5th, 2021, 02:25
For now the only problems with the udpate is the ACCC not working.
and the problems with the image buttons when the map is zoomed.
45456

Kelrugem
April 5th, 2021, 02:41
For now the only problems with the udpate is the ACCC not working.
and the problems with the image buttons when the map is zoomed.
45456

Thanks :) I will of course update all my scripts, then I should catch all bugs, even the unnoticed ones :D

Asgurgolas
April 5th, 2021, 13:17
Thanks :)

I mean the lighting patch, https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1&p=586138&viewfull=1#post586138, but that does probably not change so many parts of the code I affect :)

My reaction to this is not something I'd be allowed to make public, but that's it *____________*

oh wait, it's for Unity... (yes I do have unity but haven't actually tried it yet)

bmos
April 5th, 2021, 13:36
My reaction to this is not something I'd be allowed to make public, but that's it *____________*

oh wait, it's for Unity... (yes I do have unity but haven't actually tried it yet)You should switch to Unity (at least once Kelrugem's extensions are updated). It's not any more buggy than Classic anymore and has so many advantages.
Unless your computer or those of your players can't handle 3D applications.

Asgurgolas
April 5th, 2021, 14:50
Unity is too slow so far... I click an option and it takes up to 20 seconds to actually execute it. Loading images (or working on maps) really works bad for my patience ^^; My video card is... well, pretty old (I got an AMD R7 370 2gb) and while I recently bought a new CPU/Motherboard/RAM, I still haven't installed'em because I need to backup things (I heard Windows 10 really hates when you swap to a new cpu/motherboard and I'm trying to see if I can avoid having to reinstall it from scratch), so that's it :/

Kelrugem
April 5th, 2021, 15:12
The loading times of action tabs etc. in Unity are also a reason for me that I think about not switching yet (in case I finally start to play again :D Neither did I run any game since end of 2019 :D). I'd be happy when that could be fixed; though our group starts at level 0/1 now first again such that this problem can be avoided :)

Asgurgolas
April 5th, 2021, 17:28
I have my Classic license, and since I was gifted Unity from my players I will eventually transfer the campaign there, but I'm not in a hurry :P

bmos
April 5th, 2021, 18:09
The loading times of action tabs etc. in Unity are also a reason for me that I think about not switching yet (in case I finally start to play again :D Neither did I run any game since end of 2019 :D). I'd be happy when that could be fixed; though our group starts at level 0/1 now first again such that this problem can be avoided :)It's true that the first time you click on a sidebar button it does take longer than in Classic, but many other things seem much faster in Unity than in Classic (probably because it's running at 60FPS). I just finished Return of the Runelords (which ends with a 20th level final battle) and it was kind of slow but definitely livable (and LoS is well worth it IMO).

Asgurgolas
April 5th, 2021, 23:57
LoS is a huge plus for me, as much as the ability to work on maps (or create'em on the spot) and various effects. But as long as it's this slow, I'd rather stay on classic (where since I haven't updated anything yet, I still can use Kelrugem's extensions xD)

Also Unity seems to be incompatible with a few extensions (such as one I use a lot, about fantasy alphabets for languages)

tahl_liadon
April 6th, 2021, 13:34
Unity is too slow so far...

.
yea there's currently a discussion (https://www.fantasygrounds.com/forums/showthread.php?56503-FGU-using-GPU-at-almost-100) (kinda of a touchy one at that) over in "house of healing - unity."

this issue has been on-going and there's currently only one bandage solution. a solid fix seems elusive at this point.
it also seems to be an definite issue for mac users (like me), and perhaps exacerbated when also using fgu in a virtual pc environment (like me).

i am not ready to commit to unity anytime soon either, and will use classic until it dies X-D

Kelrugem
April 7th, 2021, 00:02
I am slowly updating my extensions now, but it can take a while; I realized that I am so out of that limbo that I am extremely slow currently :)

Asgurgolas
April 7th, 2021, 00:43
I can wait :rv:

darrenan
April 12th, 2021, 16:54
FYI - This extension does not seem to be compatible with the current version of the Clock Adjuster extension. With both loaded strain is not recovered during a short rest. I will make a note of this in the Clock Adjuster thread as well. Hopefully it can be fixed on one side or the other.

Kelrugem
April 12th, 2021, 16:58
FYI - This extension does not seem to be compatible with the current version of the Clock Adjuster extension. With both loaded strain is not recovered during a short rest. I will make a note of this in the Clock Adjuster thread as well. Hopefully it can be fixed on one side or the other.

thank you :) Once I am somewhat good with my code again I can take a look (in case it is then still a problem) :)

But I believe that Bmos did remove the short rest function for PF1 in one of his extensions, I think it was the Clock Adjuster :) So, you may want to inform him that PF1 needs it back :D (I only told him about 3.5e's need for the short rest because of the Tome of Battle for example, but I completely forgot strain and injury)

Kelrugem
April 14th, 2021, 19:31
New update for height :)

Kelrugem
April 15th, 2021, 02:18
As a follow-up for the people waiting for an update: I just have updated some parts in the last hours, for example the toolbar is now fixed and adjusted to the recent version of FGU :) The clear buttons now only show for the DM when there are tokens on the map, too :)

(but I did not upload the new Full OverlayPackage; just a status report such that you know what I am slowly doing :) I get slowly again the grasp of coding :D)

Thamyor
April 15th, 2021, 03:05
Any chance for a beta version? I'm already using the broken one anyway

Kelrugem
April 15th, 2021, 08:40
Any chance for a beta version? I'm already using the broken one anyway

Yeah, sure, here is the current version I work on, but not much done yet; though the toolbar should be good now :) Once it is fully updated I will of course upload that :)

Kelrugem
April 15th, 2021, 20:30
while I am on it: Should I add all other things of my extensions to the cheat sheet? Like a manual for my extensions? Then no need to skim the threads anymore :) But if there is not really a need for it, then I may or may not do it :D (though it may be worthwhile to wait what the FG Forge offers in the regard of describing extensions)

bmos
April 15th, 2021, 20:32
while I am on it: Should I add all other things of my extensions to the cheat sheet? Like a manual for my extensions? Then no need to skim the threads anymore :) But if there is not really a need for it, then I may or may not do it :D (though it may be worthwhile to wait what the FG Forge offers in the regard of describing extensions)I'd wait until the Forge comes out to make that decision. It would be a pain to write it all up in LaTeX only to have to rewrite in another formatting language.
But yes! I love your documentation even if it isn't 100% updated.

Kelrugem
April 15th, 2021, 20:41
I'd wait until the Forge comes out to make that decision. It would be a pain to write it all up in LaTeX only to have to rewrite in another formatting language.
But yes! I love your documentation even if it isn't 100% updated.

Yeah, may be indeed better to wait :D (An argument for doing it now is that I am now looking through all my code such that I could immediately add all other things to the pdf piece by piece while I am updating; it is then not all at once and I would not need to remind myself later what I actually coded :D)

Oh, and I have just seen my note at the bottom of post #3; I accidentally updated the image toolbar now on my own as mentioned above, but Croddwyn already did that here: https://www.fantasygrounds.com/forums/showthread.php?66795-Background-map-loses-tool-icons&p=584829&viewfull=1#post584829 :) So, thanks to them the image toolbar already got fixed :)

Croddwyn
April 17th, 2021, 03:16
while I am on it: Should I add all other things of my extensions to the cheat sheet? Like a manual for my extensions? Then no need to skim the threads anymore :) But if there is not really a need for it, then I may or may not do it :D (though it may be worthwhile to wait what the FG Forge offers in the regard of describing extensions)

Yes! Please, yes. Sell it. I'll buy...

Kelrugem
April 20th, 2021, 16:27
Yes! Please, yes. Sell it. I'll buy...

Hehe, oki :D Then I now first update and maybe other stuff; and when the FG Forge is out, then I make the manual somewhen :)

Kelrugem
April 20th, 2021, 21:32
Yeah, sure, here is the current version I work on, but not much done yet; though the toolbar should be good now :) Once it is fully updated I will of course upload that :)

Just updated the version from the quoted post :) (due to another change of the toolbar today)

Kelrugem
April 24th, 2021, 03:10
Another short status update: I think the biggest stuff is done now, so, I hope in the next days I am finally done with updating :) The attack and especially damage scripts are updated now, too, and those were heavily affected by the patch in February (with extra difficulty for StrainInjury because of the different health system in this extension while also the code for health stuff has changed in February)

So, I can hopefully upload soon :)

I also fixed the fortification problem, there was a d10 too much (FGU) or too less (FGC) for the roll; that was simply my mistake because I confused FGC and FGU in the code.
Long-term users may also remember that I added a code that also removes the stable effect when lethal damage is incoming. But I have seen in the code that this got added to the native code recently, too, but it was not listed in the ruleset updates :) So, this is seemingly now an integrated feature in FG :) (thanks Moon Wizard ;) )

Kelrugem
April 24th, 2021, 03:25
Yeah, sure, here is the current version I work on, but not much done yet; though the toolbar should be good now :) Once it is fully updated I will of course upload that :)

I also updated the version in this cited post; but beware, that version might not work as much as the "official outdated" version; the outdated version is just so outdated that it overwrites all changes and therefore still worked mostly :D So, all the pieces still worked together, but since I just update piece by piece now, it can happen that this "early access" version of the cited post is less working because the pieces do not yet fit :) Some pieces are updated, some others not, so, a partially-updated version can be actually less compatible than an outdated version :) I am not testing the early access version for its playability :D

(I guess you may have gotten a lot of ActorManager2 errors with my last early access version since I just realized that I already renamed some file as in the February patch while I did not yet rename all the references in the code. Now more stuff is relabelled but no guarantee; use the early access version on your own risk :D)

Zygmunt Molotch
April 24th, 2021, 06:17
Fantastic :)

any grand sweeping changes/new features?

Congrats on the Thesis, and... Welcome to Asia (already?), I'll buy you a lu rou fan (though we say lo yuk fan, here and it's not as good as the stuff across the straight!) next time I'm in Free China

Svandal
April 24th, 2021, 12:15
Kel, I think you already have a hugelist of improvements you want to implement, but.... Since you have some plans to rewrite the effect system, is it possible to improve how long an effect lasts?
There are several effects that last until the end of your round, or last until the end of your next round. But the effects are always counted down on the start of the turn.
Dm can manually adjust what initiative it counts down on, but if this could be integrated in the system I would be very happy.
For example, duration 2 rounds, start count on next initiative = lasts until the end of my next turn.

Kelrugem
April 24th, 2021, 13:26
Fantastic :)

any grand sweeping changes/new features?

Congrats on the Thesis, and... Welcome to Asia (already?), I'll buy you a lu rou fan (though we say lo yuk fan, here and it's not as good as the stuff across the straight!) next time I'm in Free China

There is no big extra so far, just some small bug fix for fortification, and grappled won't be counted as flat-footed in PF1 anymore :) My PhD defence is at 31 May, so, I am first just updating my extensions such that you all do not need to wait much longer :) Then at some point I add other things, like the "skill-actions" and new effect system :)

Oh, and thanks for the welcome :D (right, Hong Kong is not so far from Taipei, at least not so far as from my current home) I will move to Taipei in July, then three weeks of quarantine until I get in my actual flat there :) (will be an interesting and expensive first time there :D)


Kel, I think you already have a hugelist of improvements you want to implement, but.... Since you have some plans to rewrite the effect system, is it possible to improve how long an effect lasts?
There are several effects that last until the end of your round, or last until the end of your next round. But the effects are always counted down on the start of the turn.
Dm can manually adjust what initiative it counts down on, but if this could be integrated in the system I would be very happy.
For example, duration 2 rounds, start count on next initiative = lasts until the end of my next turn.

Yeah, this is already on my list actually, part of the effects stuff :D In the third post here I have something like "carry over automation from the 4e ruleset", I think; 4e has that for example :D I will let you all know of course once there is another new bigger feature like this again :)

Zygmunt Molotch
April 24th, 2021, 15:57
There is no big extra so far, just some small bug fix for fortification, and grappled won't be counted as flat-footed in PF1 anymore :) My PhD defence is at 31 May, so, I am first just updating my extensions such that you all do not need to wait much longer :) Then at some point I add other things, like the "skill-actions" and new effect system :)

Oh, and thanks for the welcome :D (right, Hong Kong is not so far from Taipei, at least not so far as from my current home) I will move to Taipei in July, then three weeks of quarantine until I get in my actual flat there :) (will be an interesting and expensive first time there :D)


TW is cheap, you'll be fine!

Kelrugem
April 24th, 2021, 19:35
TW is cheap, you'll be fine!

I hope :D The flats are often expensive, at least the ones I find :D (or they're very small, but I can get adjusted to that, I think :) )

Kelrugem
April 25th, 2021, 23:07
So, finally, a new update!! :D Please redownload all the overlay packages :) Around two months later they finally work again :)

I updated already to the TEST server, but that should be no issue, since TEST is mainly about lighting and vision which is not affected by my code :) But let me know whether there is an issue :)

See https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)&p=596171&viewfull=1#post596171 for the new stuff (and the links therein) :) It is not much, mainly just compatibility, also with CoreRPG in general and some cleanups :)

(One thing: When a client presses the next actor button, then the save overlays may not vanish right now; that is due to my changes in compatibility with CoreRPG, but I was already assuming some code which is published on Tuesday. So until that official update on Tuesday you may see such a bug, then use the clear saves button in the toolbar :) )

Also: I had to do a loooot. In the last weeks I did little bits, but the last three/four days I did nothing else than updating my extensions :D So, it was extremely much to do, and I had no time yet to run any game. Thence, there may be likely an error, then let me know, or wait a bit until you update and some other people ran into those errors :p

Cheat sheet also updated :) (not the manual part yet, still only the wiki-like style for effect stuff)

Kelrugem
April 26th, 2021, 04:03
Please redownload the overlay packages :) I accidentally forgot to relabel a "2" to a "3" in the code which was leading to that there were no health bars anymore :D

Sorry for the problems :)

Thanks to Khoredran making me aware of that :)

Svandal
April 26th, 2021, 18:54
There is an incompatiblity between this mod and bmos ammunition manager. I posted the same thing in his post.
When I attack somebody I get a
"Error" Script execution error: [string "scripts/manager action attack.lua"];640; attemt to call field 'calculateHitMargin' (a nil value)
See also attached complied log.

I have the latest fantasy grounds unity version.
I only start up fulloverlay extension and ammunition manager

Kelrugem
April 26th, 2021, 19:05
There is an incompatiblity between this mod and bmos ammunition manager. I posted the same thing in his post.
When I attack somebody I get a
"Error" Script execution error: [string "scripts/manager action attack.lua"];640; attemt to call field 'calculateHitMargin' (a nil value)
See also attached complied log.

I have the latest fantasy grounds unity version.
I only start up fulloverlay extension and ammunition manager

Ah, I see :) Thanks :)

I did not yet use Bmos's ammunition manager or look at it; currently not so much time, but I can check later again the compatibilities :) (or bmos already suggests something ;) Right now I just added what bmos suggested to me for the compatibility, but that was some time ago, maybe I need to update that piece of the code again :) )

Just to make sure: Without the ammunition manager everything works fine?

Svandal
April 26th, 2021, 19:35
Ah, I see :) Thanks :)

I did not yet use Bmos's ammunition manager or look at it; currently not so much time, but I can check later again the compatibilities :) (or bmos already suggests something ;) Right now I just added what bmos suggested to me for the compatibility, but that was some time ago, maybe I need to update that piece of the code again :) )

Just to make sure: Without the ammunition manager everything works fine?

Yes everything works fine for the 5 minutes I have tested it :)

Kelrugem
April 26th, 2021, 19:37
Yes everything works fine for the 5 minutes I have tested it :)

Good, so, I can blame Bmos :p (sorry Bmos ;) )

bmos
April 26th, 2021, 20:54
That is a strange error... as far as I can tell that line shouldn't be capable of producing that error...
The version of your extension I downloaded yesterday has line 640 saying:

local nHitMargin = AmmunitionManager.calculateHitMargin(nDefenseVal, rAction.nTotal)


But indeed, it is producing that error.
I'll figure out what is going on.

bmos
April 26th, 2021, 22:23
Yup. Looks like I must have changed those after I sent them to you.
Oops.

Here are the proper compatibility lines to add:
https://github.com/bmos/FG-PFRPG-Ammunition-Manager/blob/3dfd11bab05b86006cc1f8d32a8eb6e104cad9e7/scripts/manager_ammunition.lua#L209 (through line 215)
https://github.com/bmos/FG-PFRPG-Ammunition-Manager/blob/3dfd11bab05b86006cc1f8d32a8eb6e104cad9e7/scripts/manager_ammunition.lua#L289 (through line 292)

Kelrugem
April 27th, 2021, 00:37
Yup. Looks like I must have changed those after I sent them to you.
Oops.

Here are the proper compatibility lines to add:
https://github.com/bmos/FG-PFRPG-Ammunition-Manager/blob/3dfd11bab05b86006cc1f8d32a8eb6e104cad9e7/scripts/manager_ammunition.lua#L209 (through line 215)
https://github.com/bmos/FG-PFRPG-Ammunition-Manager/blob/3dfd11bab05b86006cc1f8d32a8eb6e104cad9e7/scripts/manager_ammunition.lua#L289 (through line 292)

Hehe, thanks a lot :)

@all: I've reuploaded all the overlay packages :) It is just about the compatibility with other extensions, you only need to redownload the extension if you intend or already use Bmos's ammunition tracker, otherwise you can keep the version you have if you want, so, no stress :)

bmos
April 27th, 2021, 01:33
nevermind

Kelrugem
April 27th, 2021, 12:32
New update for the StrainInjury versions: NPCs didn't get wound overlays, this is fixed now :) (Sorry for that, a lot has changed in the code in February, and for StrainInjury I forgot to adjust that one line of code :) I hope I have now figured out all the changes of February)

Thanks to RobboNJ69 for the report :)

Kelrugem
April 27th, 2021, 19:15
Just a heads-up: With the new update, https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html, DMGTYPE (and DMGSTYPE probably, too, I think?) are now natively targetable; so, you do not need the overlay packages anymore to do so :)

Thanks, Moon Wizard :D

Khoredran
April 27th, 2021, 23:27
One day, we won't need the whole Overlay Package Extension anymore because Smite Work will integrate it all natively in its source code since it's SO AWESOME and so many people just won't play without it anymore.

Kelrugem
April 28th, 2021, 00:02
One day, we won't need the whole Overlay Package Extension anymore because Smite Work will integrate it all natively in its source code since it's SO AWESOME and so many people just won't play without it anymore.

Thanks, I feel flattered :D

Hehe, for integration the code probably needs to be cleaned up a bit, especially my changes to the damage script is a bit "old" (was one of my first things); I should finally clean that up a bit :D (the update today did this actually for the native code, I try to carry over its restructuring; but that is about code structures, no need yet for me to immediately update the extension :) )

Asgurgolas
April 28th, 2021, 09:50
Just a heads-up: With the new update, https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html, DMGTYPE (and DMGSTYPE probably, too, I think?) are now natively targetable; so, you do not need the overlay packages anymore to do so :)




what does it imply?

Kelrugem
April 28th, 2021, 10:47
what does it imply?

For example stuff like IFT: CUSTOM(blah); DMGTYPE: slashing works now natively in the ruleset :)

Asgurgolas
April 28th, 2021, 19:10
Oh! I never thought of using DMGTYPE as a conditional but it could be interesting

Svandal
April 28th, 2021, 21:06
Oh! I never thought of using DMGTYPE as a conditional but it could be interesting

The easiest example is probably:
smite evil bypasses damage reduction on smited target, regardless of alignment. So
IFT: Custom(smiteEvil); DMGTYPE: force; IFT: ALIGN (evil); ATK: [CHA]; DMG: [LVL]
now works without extensions (the DMGTYPE line, the ATK and DMG have always worked in vanilla FG)

bmos
April 28th, 2021, 22:16
The easiest example is probably:
smite evil bypasses damage reduction on smited target, regardless of alignment. So
IFT: Custom(smiteEvil); DMGTYPE: force; IFT: ALIGN (evil); ATK: [CHA]; DMG: [LVL]
now works without extensions (the DMGTYPE line, the ATK and DMG have always worked in vanilla FG)
DMGTYPE should be after ALIGN(evil) in your example (https://rpg.stackexchange.com/questions/24578/does-smite-evil-bypass-dr-for-non-evil-targets).

Svandal
April 29th, 2021, 05:17
DMGTYPE should be after ALIGN(evil) in your example (https://rpg.stackexchange.com/questions/24578/does-smite-evil-bypass-dr-for-non-evil-targets).

Nice catch. I have played this wrong. Really bad wording in the rules, but that is not new.

Kelrugem
May 5th, 2021, 02:09
Please redownload the overlay packages, 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)

tahl_liadon
May 5th, 2021, 19:33
Please redownload the overlay packages, 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)
.
thx!

Svandal
May 7th, 2021, 19:55
Running fantasy grounds unity latest live version. Your latest full overlay package (downloaded today), no other extensions.
I found a bug @Kelrugem , or just something that has been changed that I don`t see in your cheat sheet.

When applying effects the PC tag [DEX] does not work.


Example: ATK: [DEX] when applying this if just returns ATK:[DEX] in the combat tracker.
If I replace ATK: [DEX] with ATK:[STR] this returns ATK: 3 in the combat tracker (if my strenght mod is 3 of course) :)
If I remove your extension the ATK: [DEX] works fine. I have removed your extension and kept the same effect on the same caharacter, when I start up the game without your fulloverlay extension the effect pc tag [DEX] works, so it is not a typo.

Kelrugem
May 7th, 2021, 19:59
Running fantasy grounds unity latest live version. Your latest full overlay package (downloaded today), no other extensions.
I found a bug @Kelrugem , or just something that has been changed that I don`t see in your cheat sheet.

When applying effects the PC tag [DEX] does not work.


Example: ATK: [DEX] when applying this if just returns ATK:[DEX] in the combat tracker.
If I replace ATK: [DEX] with ATK:[STR] this returns ATK: 3 in the combat tracker (if my strenght mod is 3 of course) :)
If I remove your extension the ATK: [DEX] works fine. I have removed your extension and kept the same effect on the same caharacter, when I start up the game without your fulloverlay extension the effect pc tag [DEX] works, so it is not a typo.

ah, this might be because of that D has now a divider function, let me see. Thanks for the report :)

Kelrugem
May 7th, 2021, 20:05
As a workaround: [DDEX] works :D

Svandal
May 7th, 2021, 20:17
Also, if you could Kel:

I know that it is now possible to do:
SKILL: [Q3CL], climb to get 3xcasterlevel/4.


What I have is something that gives +10 speed and +5 speed per 5 levels, but only when I have martial focus (It is from spheres of might, the Swift movement talent). Standard rules, for each +10 speed you get +4 to jump. So I want this to work: (And it also needs to be targetable.

IF: Custom (MartialFocus); SPEED: 10 [D5 5CL]; SKILL: 4 [D10 4CL], athleticsJump
So if I have something called martial focus I would like to get the following (I usually just put a skill in the skill tab called athleticsJump for my jumping characters)
I would like to increase my athleticsJump skill by 4 for each time I go 10 feet faster. So:
SKILL: +4 (since I go 10 feet faster with the skill swift movement) + 4 for each 10 levels I got.
SKILL 4 + 4(Level /10)

Kelrugem
May 7th, 2021, 20:19
@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)

The cheat sheet also got updated to reflect this :)

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

EDIT: sorry to everyone who may need to change their divider effects now; but since it is a rather new effect, I hope it does not cause too many problems :)

Kelrugem
May 7th, 2021, 20:25
Also, if you could Kel:

I know that it is now possible to do:
SKILL: [Q3CL], climb to get 3xcasterlevel/4.


What I have is something that gives +10 speed and +5 speed per 5 levels, but only when I have martial focus (It is from spheres of might, the Swift movement talent). Standard rules, for each +10 speed you get +4 to jump. So I want this to work: (And it also needs to be targetable.

IF: Custom (MartialFocus); SPEED: 10 [D5 5CL]; SKILL: 4 [D10 4CL], athleticsJump
So if I have something called martial focus I would like to get the following (I usually just put a skill in the skill tab called athleticsJump for my jumping characters)
I would like to increase my athleticsJump skill by 4 for each time I go 10 feet faster. So:
SKILL: +4 (since I go 10 feet faster with the skill swift movement) + 4 for each 10 levels I got.
SKILL 4 + 4(Level /10)

Ah, I get what you want :) Hm, I will hopefully think about it the next time I can mess again with the parser :) (currently I am preparing the defence of my thesis in three weeks; so, maybe soon, but not so soon :D)

Kelrugem
May 13th, 2021, 19:12
Height has a new update, please redownload :)

Kelrugem
May 13th, 2021, 19:32
Please redownload the overlay packages, 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 :) )

bmos
May 19th, 2021, 15:32
You're still welcome to incorporate Advanced Effects into your extension, but I believe I now have it fully working in parallel.
The easiest way to get them separately compatible long term would probably be a fix like what we did with Ammunition Manager (a couple of code snippets that go into your code and trigger the other stuff).
At the moment I had to add three complete functions from your extension which means I will have to post updates which each of your changes to these functions.
If you add these snippets into yours (no rush, my approach is working fine for now since you aren't posting many updates) then I can remove the 'duplicate' functions from my extension.

https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/5c05b575a32275024ab8b1833eb954cc3df45f33/scripts/manager_effect_AE.lua#L416
https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/5c05b575a32275024ab8b1833eb954cc3df45f33/scripts/manager_effect_AE.lua#L922
https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/5c05b575a32275024ab8b1833eb954cc3df45f33/scripts/manager_effect_AE.lua#L1029

Kelrugem
May 19th, 2021, 15:53
You're still welcome to incorporate Advanced Effects into your extension, but I believe I now have it fully working in parallel.
The easiest way to get them separately compatible long term would probably be a fix like what we did with Ammunition Manager (a couple of code snippets that go into your code and trigger the other stuff).
At the moment I had to add three complete functions from your extension which means I will have to post updates which each of your changes to these functions.
If you add these snippets into yours (no rush, my approach is working fine for now since you aren't posting many updates) then I can remove the 'duplicate' functions from my extension.

https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/134d1b04c52caf31c983e4a994ad2d628a6394dc/scripts/manager_effect_AE.lua#L416
https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/134d1b04c52caf31c983e4a994ad2d628a6394dc/scripts/manager_effect_AE.lua#L922
https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/134d1b04c52caf31c983e4a994ad2d628a6394dc/scripts/manager_effect_AE.lua#L1029
https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/134d1b04c52caf31c983e4a994ad2d628a6394dc/scripts/manager_effect_AE.lua#L1043

Ah, nice, thanks a lot :) Yeah, right now I am fully into preparing the defence of my thesis; afterwards I will take a look :)

chaiwalla
May 21st, 2021, 10:22
Evasion and Improved Evasion can now also be combined with IFTAG.
Can someone give me a quick simple example of how/when this would be used?

Kelrugem
May 21st, 2021, 11:29
Evasion and Improved Evasion can now also be combined with IFTAG.
Can someone give me a quick simple example of how/when this would be used?

In 3.5e you gain evasion against fire and cold attacks if using a chill and warm shield, respectively :) For example:

IFTAG: fire; evasion

chaiwalla
May 21st, 2021, 12:37
Ah... forgot about those! I’m lovin’ the IFTAG extension.

Kelrugem
May 21st, 2021, 12:51
Ah... forgot about those! I’m lovin’ the IFTAG extension.

No worries :) thanks :D

Kelrugem
May 21st, 2021, 18:37
Height got an update :) Probably not needed to redownload, but just in case :)

Kelrugem
May 30th, 2021, 13:59
Just a short notice: I didn't forget several requests about adding code for certain things, just had no time yet; tomorrow is my PhD defence, so, I hope I can soon look at that (after I slept for thousand years or so :p) :)

Svandal
May 30th, 2021, 17:23
Just a short notice: I didn't forget several requests about adding code for certain things, just had no time yet; tomorrow is my PhD defence, so, I hope I can soon look at that (after I slept for thousand years or so :p) :)

Congratulations in advance doctor doctor Kel

Kelrugem
May 30th, 2021, 17:52
Congratulations in advance doctor doctor Kel

hehe, thanks :D

Kelrugem
May 31st, 2021, 19:03
So, it is over, finally a Dr. and I got the best possible grade :D Finally, I hope, I can turn back to run games and code more stuff! :D

bmos
May 31st, 2021, 19:22
So, it is over, finally a Dr. and I got the best possible grade :D Finally, I hope, I can turn back to run games and code more stuff! :DAwesome!! Congratulations Dr Kelrugem :D

Kelrugem
May 31st, 2021, 19:32
Awesome!! Congratulations Dr Kelrugem :D

thank you :D

Asgurgolas
June 1st, 2021, 19:55
So, it is over, finally a Dr. and I got the best possible grade :D Finally, I hope, I can turn back to run games and code more stuff! :D

EXTEEENNNSSIOOOOONS :rv:

dllewell
June 1st, 2021, 21:12
So, it is over, finally a Dr. and I got the best possible grade :D Finally, I hope, I can turn back to run games and code more stuff! :D

Great job Kelrugem.

Kelrugem
June 1st, 2021, 21:54
Great job Kelrugem.

thank you :)

Kelrugem
June 2nd, 2021, 01:49
Please redownload the overlay packages and the height extension :) There were some ruleset updates I needed to account, but very small ones, just about the new feature that the slash in light effects work if applied from the actions tab (with respect to the overlay package) :) The height extension got updated for better compatibility with FG classic :)

Just in case: If you need StrainInjury with alternative icons, then please download it here for the moment. For some reason it never lets me upload that extension in the StrainInjury thread. I need to try it very very often until it lets me upload that extension :D (some reason why I am a bit hesitant to upload smaller new changes if not needed yet, just the upload to the forum takes a lot of time often :D)

DCrumb
June 2nd, 2021, 15:33
So, it is over, finally a Dr. and I got the best possible grade :D Finally, I hope, I can turn back to run games and code more stuff! :D

Congratulations Dr. Kel!

Kelrugem
June 2nd, 2021, 16:26
Congratulations Dr. Kel!

thank you :)

Asgurgolas
June 3rd, 2021, 01:18
There were some ruleset updates I needed to account, but very small ones, just about the new feature that the slash in light effects work if applied from the actions tab (with respect to the overlay package) :) The height extension got updated for better compatibility with FG classic :)

Wait, does it pertain FGU only or that light thing works on FGC now?
*extremely confused*

Zarestia
June 3rd, 2021, 01:38
Wait, does it pertain FGU only or that light thing works on FGC now?
*extremely confused*

Lighting only works in FGU.

Overlay: Updated because of slash changes
Height: Updated for better compatibility with FG classic

Kelrugem
June 3rd, 2021, 11:34
Lighting only works in FGU.

Overlay: Updated because of slash changes
Height: Updated for better compatibility with FG classic

Thanks, this is precisely what I tried to say :D

RobboNJ69
June 3rd, 2021, 18:22
So, it is over, finally a Dr. and I got the best possible grade :D Finally, I hope, I can turn back to run games and code more stuff! :D
Congratulations!!!

Kelrugem
June 3rd, 2021, 19:17
Congratulations!!!

Thanks a lot :D

Asgurgolas
June 3rd, 2021, 19:39
Doktor Frankelrugem

Kelrugem
June 3rd, 2021, 19:57
Doktor Frankelrugem

hehe :D

Kelrugem
June 4th, 2021, 12:57
Thanks to Darrenan: There is now a single extension for height :) In the campaign options you find a new setting for adjusting the size :) Delete the versions height_medium and height_large :)

Svandal
June 11th, 2021, 08:05
Here are some ideas for implementation on effects that lasts until end of a turn, and a bunch of other stuff. I have only read the forum post and not the code itself.
I am posting this here because I think there have been a discussion about this, and I hope I can inspire some of you extension guys that makes our FG lives much better. ��
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects

This extension have to have some implementation conflicts with at least the players can remove extension since both use their own STACK effect, this is the reason I have not tried the extension myself.

Kelrugem
June 12th, 2021, 17:24
Here are some ideas for implementation on effects that lasts until end of a turn, and a bunch of other stuff. I have only read the forum post and not the code itself.
I am posting this here because I think there have been a discussion about this, and I hope I can inspire some of you extension guys that makes our FG lives much better. ��
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects

This extension have to have some implementation conflicts with at least the players can remove extension since both use their own STACK effect, this is the reason I have not tried the extension myself.

Thanks :)

I already have similar things in plan for some time, but I probably tend to implement certain things as in the 4e ruleset, avoiding more and more tags in effects (because longer strings will add up to the performance) :) But we'll see :D Not sure yet when I have to time to actively code something bigger again :)

So, the best would be to extend the effects' system and UI for a better implementation of logic :) (at least that is what I'd like to try)

Zygmunt Molotch
June 13th, 2021, 04:19
Here are some ideas for implementation on effects that lasts until end of a turn, and a bunch of other stuff. I have only read the forum post and not the code itself.
I am posting this here because I think there have been a discussion about this, and I hope I can inspire some of you extension guys that makes our FG lives much better. ��
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects

This extension have to have some implementation conflicts with at least the players can remove extension since both use their own STACK effect, this is the reason I have not tried the extension myself.

This exhaustion expiry would be very useful...

Kelrugem
June 18th, 2021, 04:00
I just realized that I forgot to add the "new" buttons from the toolbar to the overlay packages :) (there were recently somewhen an update about adding a button for player preview and shortcut visibility)

I am not available this weekend but I add those soon, too :) Extension still compatible, you just won't see these buttons in the toolbar, only in the image sidebar :)

Kelrugem
June 23rd, 2021, 23:34
Please redownload the overlay packages :) 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) :)

I hope that the StrainInjury with the alternative icons finally works again, please let me know

By the way, I am actually already working on new extension stuff :) It is not about new features, I just think about a better representation of all the features in my extension, such that we can go away from forum posts a bit (at least for reference) :) Basically like the cheat sheet, but extended and not as pdf

Afterwards I probably go finally back to my project about the skill actions etc. :)

Asgurgolas
June 24th, 2021, 16:23
*dances around happily*

FantasyGroundsDM
July 13th, 2021, 21:32
Hey, I might be really dumb, but where is the extension for just the effects?

bmos
July 13th, 2021, 22:12
Hey, I might be really dumb, but where is the extension for just the effects?There isn't one anymore.
If you don't want all the features you can to to options and turn off the features you don't want.

Kelrugem
July 13th, 2021, 23:49
Yup, everything in the overlay package (and antimagic to be complete) :) It was just too much maintenance to keep everything separated because the features depended on each other. Hence, as Bmos wrote, I added settings in your campaign options to turn off any extra (the automatic flat-footed on combat start and the overlays; these settings default to off, so, if you do not want to use those, you do not need to do anything) :)

Asgurgolas
July 14th, 2021, 05:23
Notice about the flat-footed thing. Should I for any reason forget to remove the flat-footed effect on actors (or just get a full round clicking on "next"), the flat-footed status not only does not get removed, but it stacks with any new flat-footed effects coming from the "roll for initiative" thing

Kelrugem
July 14th, 2021, 11:15
Notice about the flat-footed thing. Should I for any reason forget to remove the flat-footed effect on actors (or just get a full round clicking on "next"), the flat-footed status not only does not get removed, but it stacks with any new flat-footed effects coming from the "roll for initiative" thing

That sounds like an incompatibility issue :) The flatfooted effect just lasts for one round, so, there is actually no need for you to remove it, it is automatically removed once the actor starts their first turn

whether or not it stacks depends on how the flatfooted effect is written, one may use a hyphen, the other one not, and therefore two effects. But they should not stack in sense of values. If there is such a stacking, then this is another incompatibility :)

What is this "roll for initiative" extension? I never heard of it for 3.5e/PF1 :)

For the moment you need to turn one of both extensions off :)

Asgurgolas
July 14th, 2021, 23:30
It should last for one round, but it's set to last "0" rounds and it gets auto-removed from the tracker when turn happens. So if I don't let it run its course, it ends up staying forever XD and roll for initaitive is when I click the tracker and roll initiative for everyone o.o

Kelrugem
July 15th, 2021, 00:04
It should last for one round, but it's set to last "0" rounds and it gets auto-removed from the tracker when turn happens. So if I don't let it run its course, it ends up staying forever XD and roll for initaitive is when I click the tracker and roll initiative for everyone o.o

I just tested and it works correctly for me, all flatfooted effects have duration 1 :)

Are you sure you do not have any other extensions? (there is an roll for initiative extension for 5e, therefore I thought you speak about something like this :D)

If you use any other extension, then you know the drill :P Please turn them all off but the overlay package and test again; then it should work, which means there is an incompatibility with some other extension :) Did you recently add a new one?

Asgurgolas
July 15th, 2021, 11:27
Ahahah okay, I'll take a look then :D

Kelrugem
July 19th, 2021, 23:34
My extensions are all on the forge now which just got released :) Please use the extensions from the forge now; I am actually already a bit longer on the forge and you should see that I put more concise and detailed descriptions and tutorials about my extensions :)

Most important: All extensions have now a new name except the theme :) The full overlaypackage is now the extended automation and (alternative) overlay extension :) And all extensions have now the prefix Feature: in front.

That means: Download the extension from the forge. The file name is still the same, so, your older versions will get overwritten. But you may need to toggle my extension(s) again because of the new name :)

Also: The extended automation versions have a new feature! :D The parsing of NPCs got improved: Spell/magic immunity will add an additional SIMMUNE effect, and all the informational immune effects about charm, poison etc. will now parse as IFTAG: [tag(s)]; SIMMUNE effects :) (at the end of an effect string)

Let me know whether you like the new description of my extensions :) I worked a lot on these, they should be much more concise now (like the cheat sheet) such that you do not need to read the threads anymore which got cluttered :) I will use these threads now only as announcement and bug threads, for feature descriptions the forge is probably easier :)

Kelrugem
July 19th, 2021, 23:42
You can also give a rating to my extensions in the forge if you want :) If you want to find my extensions: Search for Kelrugem in the forge, then it should list all of mine :) (12 at the moment)

Kelrugem
July 20th, 2021, 00:33
Or even easier: There is a link to my forge profile listing all extensions: https://forge.fantasygrounds.com/crafter/2/view-profile :)

Kelrugem
July 20th, 2021, 02:14
and special thanks to bmos for creating my extension logos :)

By the way, how many of you still use FG classic? For those I certainly still need to upload manually to the forum, too :)

Kelrugem
July 20th, 2021, 19:26
And to clarify: Here was once a talk about that I extend the cheat sheet to a full description/tutorial of my extensions; I rather did that now on the forge's websites :) If there are good reasons to do that in the cheat sheet, then let me know :)

I will probably keep the cheat sheet if there is still a desire for that, but you may realize that the forge website contains similar information :) (although the cheat sheet has effects of all extensions alltogether; but only antimagic.ext has a separate effect stuff, so, not that big extra advantage)

Croddwyn
July 21st, 2021, 16:21
I think the forge is a better central "source of authority". It's clear and you can update it one place and people don't have old copies with out-of-date info.

Kelrugem
July 21st, 2021, 16:27
I think the forge is a better central "source of authority". It's clear and you can update it one place and people don't have old copies with out-of-date info.

Yeah, makes sense :) Then I will probably move completely to FG forge; however, FGC users cannot make use of the forge, so, the ext files may still need to stay on the forums, I guess.

I just know of Asgurgolas who keeps playing on FGC: @Asgurgolas, did your move to FGU finally work out? :) (same question for anyone who still uses FGC :D)

darrenan
July 21st, 2021, 21:54
I am still using FGC for one of the games I'm running, mainly because I don't want to switch mid-stream. But we're almost at the end of the AP.

Asgurgolas
July 21st, 2021, 23:32
Yeah, makes sense :) Then I will probably move completely to FG forge; however, FGC users cannot make use of the forge, so, the ext files may still need to stay on the forums, I guess.

I just know of Asgurgolas who keeps playing on FGC: @Asgurgolas, did your move to FGU finally work out? :) (same question for anyone who still uses FGC :D)

I'll switch to FGU once the current adventure ends (since it's a pretty large dungeon and I really do NOT want to re-script everything just for the few sessions remaining in there), but I have no idea what this "forge" is and how it works

Kelrugem
July 21st, 2021, 23:37
I'll switch to FGU once the current adventure ends (since it's a pretty large dungeon and I really do NOT want to re-script everything just for the few sessions remaining in there), but I have no idea what this "forge" is and how it works

See here: https://www.fantasygrounds.com/forums/showthread.php?69713-Announcing-the-FG-Forge :)

Asgurgolas
July 21st, 2021, 23:41
I'll try to figure it out in the coming weeks. Is there a way to tell it NOT to update automatically? Especially the overlay extension, since every time I have to open up and alter a couple files as you taught me XD

bmos
July 22nd, 2021, 00:30
I'll try to figure it out in the coming weeks. Is there a way to tell it NOT to update automatically? Especially the overlay extension, since every time I have to open up and alter a couple files as you taught me XD
I bet Kel or I could make another extension containing those edits you're making. This could re-apply your edits regardless of Kel's updates.

Asgurgolas
July 22nd, 2021, 08:11
Well I can do it myself easily (incredible, coming from me XD): In the end I only change the images from the overlay (which is not a problem) and add "immune: precision" to undead, constructs, elementals plants and oozes (since my campaign is choke full of undead and some player just made a ninja character...)... it's just that if it updates automatically, I might not notice when it happens and it's annoying to stop a session when I notice, close FG, edit the files, and re-launch everything

Kelrugem
July 22nd, 2021, 10:03
Well I can do it myself easily (incredible, coming from me XD): In the end I only change the images from the overlay (which is not a problem) and add "immune: precision" to undead, constructs, elementals plants and oozes (since my campaign is choke full of undead and some player just made a ninja character...)... it's just that if it updates automatically, I might not notice when it happens and it's annoying to stop a session when I notice, close FG, edit the files, and re-launch everything

The Immune: precision one is something I surely need to add, actually I updated the NPC parsing recently (in the forge, not yet uploaded here) and I didn't think about that :)

About different overlays: Maybe there is a way to merge all different possible overlays into one extension, but not sure yet how :D Maybe with the allowance of in-built user customization

(but now my extended automation extension is split over four entries in the shop, I may need to deactivate the alternative overlay ones if I am able to merge that. I'll see)

Asgurgolas
July 22nd, 2021, 13:47
hahaha it's not that vital.. I mean, the overlays I use are actually the first ones you ever put... and it's a minor issue compared to the precision thing anyway... oh well I'll try it out

Kelrugem
July 23rd, 2021, 01:50
Sooo, there are new versions of the overlay extensions in the forge: For 3.5e the NPC parsing now also considers sneak attack/precision immunity :)

And there was a small bug fix: Keen didn't work with IFTAG, now it does :)

@Asgurgolas: Now you do not need to edit the extension anymore, except maybe for your overlays, but the new ones of tahl_liadon are nice :)

Kelrugem
July 25th, 2021, 19:29
Ahahah okay, I'll take a look then :D

Were you able to find out which extensions was incompatible with mine causing this flat-footed bug? :) (or did you find another cause?)

Asgurgolas
July 25th, 2021, 23:55
Were you able to find out which extensions was incompatible with mine causing this flat-footed bug? :) (or did you find another cause?)

Nope, I actually didn't get around yet (it's been a pretty busy week)

SoxMax
August 27th, 2021, 01:53
@Kelrugem with the whole icons thing it might be easier for you and others to just have 2 versions of your extension, the normal one and the strain/injury one. Then tahl_liadon's icons could be an extension for your extension which just has new overlay images. This would also let others upload their own extensions to yours with more diversity of icons. It would also mean when you push updates you only have to update 2 Forge entries rather than 4 :P

Kelrugem
August 27th, 2021, 07:59
@Kelrugem with the whole icons thing it might be easier for you and others to just have 2 versions of your extension, the normal one and the strain/injury one. Then tahl_liadon's icons could be an extension for your extension which just has new overlay images. This would also let others upload their own extensions to yours with more diversity of icons. It would also mean when you push updates you only have to update 2 Forge entries rather than 4 :P

I also thought about that at the beginning but decided against that such that people do not need to download graphics twice (my extensions plus the modifying extension) :) I am rather a fan of consolidated extensions to reduce the number of extensions one needs to activate :D (but yes, now with the forge the advantage would have been that I just have two forge entries; now these and the subscribers are split among more entries :D)


This would also let others upload their own extensions to yours with more diversity of icons.

But this should still work :) One just needs to make sure that the loadorder is higher than my extension :D

SoxMax
August 27th, 2021, 13:38
I also thought about that at the beginning but decided against that such that people do not need to download graphics twice (my extensions plus the modifying extension) :) I am rather a fan of consolidated extensions to reduce the number of extensions one needs to activate :D

Ahh that makes sense, I think cus of my experience with Skyrim mods in particular I'm used to mods for other mods which then have bugfix mods for those subsequent mods.

Kelrugem
August 27th, 2021, 14:00
Ahh that makes sense, I think cus of my experience with Skyrim mods in particular I'm used to mods for other mods which then have bugfix mods for those subsequent mods.

Thanks for the suggestion of course :) It certainly makes sense, too :)

Kelrugem
September 5th, 2021, 13:35
For next update to-do-list (thanks to the code contributors):


Blind fight support (Bmos's code)
Add new stuff from the advantage extension (already done but not yet uploaded)
cristmo's suggestion for damage script
The two last feature requests of list above
Clean up legacy code for tags
Better parsing of NPC effects, code by RabidPaladin (see Discord)


I have added this list to the third post such that I do not get lost with what I want to add in the next update of the big extension :) (but no guarantee)

If you ever think there is something missing, then please let me know :)

About the opposed skill stuff: I am currently adding a lot of homebrew thingies to my campaign for making martial arts way more attractive (like parts of https://dnd-wiki.org/wiki/Tome_of_Prowess_(3.5e_Sourcebook)), hence, I am still thinking about the "best" implementation of opposed skill rolls depending on what feats and stuff players and NPCs can have. If something is completely homebrew and not reflected in any official source, then I would not add such a mechanic to my big extension of course (maybe instead release a separate extension for my homebrew thingies).
With that I want to say: If you have anything to say what I would need to think about the opposed skill roll stuff, then please let me know (again) :) I know that Svandal had once some suggestions, but I may need to find these posts again :D

But: The opposed skill roll stuff probably takes a lot of work, so, do not expect it too soon :) (depends on once my current life is a bit more structured such that I feel well enough again to spend time on coding)

bmos
September 5th, 2021, 21:21
Seems like the latest Token Height Indicator just broken compatibility with your extension.
https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=618835&viewfull=1#post618835

Svandal
September 6th, 2021, 06:02
[/LIST]

I have added this list to the third post such that I do not get lost with what I want to add in the next update of the big extension :) (but no guarantee)

If you ever think there is something missing, then please let me know :)

About the opposed skill stuff: I am currently adding a lot of homebrew thingies to my campaign for making martial arts way more attractive (like parts of https://dnd-wiki.org/wiki/Tome_of_Prowess_(3.5e_Sourcebook)), hence, I am still thinking about the "best" implementation of opposed skill rolls depending on what feats and stuff players and NPCs can have. If something is completely homebrew and not reflected in any official source, then I would not add such a mechanic to my big extension of course (maybe instead release a separate extension for my homebrew thingies).
With that I want to say: If you have anything to say what I would need to think about the opposed skill roll stuff, then please let me know (again) :) I know that Svandal had once some suggestions, but I may need to find these posts again :D

But: The opposed skill roll stuff probably takes a lot of work, so, do not expect it too soon :) (depends on once my current life is a bit more structured such that I feel well enough again to spend time on coding)

For making melee more fun I really liked tome of battle book of nine swords in 3.5. that book also has a lot of opposed skill rolls 

We are waiting eagerly for your opposed skill rolls stuff, it will be awesome. There are several things we dont use because it slows down the game without automation. My suggestions are:
Make the opposed skill rolls work with if and ift effects.
Opposed skill checks can include your spell tags for bonus vs them, see example
Make is see how many times we have beaten it by 5, like hit by +5, hit by +20, miss by +10, like bmos ammunition manager. Or make it work with that extension.
When choosing skill we can choose every skill in the skill tab like knowledge religion or custom made skills
Static modiferer multiplied by Choose skill or cmb or caster level + field for static modifier + ability core modifier VS static modifier multiplied by opponents skill or cmd or AC or HD or CR +static modifier + opponents ability score.
There might be more options that is neccessary that I am missing here


Examples of use
Feint: bluff vs 10 + BAB + wis modifier

Demoralize: fear effect. Intimidate vs 10+HD wis modifier

Knowledge vs monsters. Knowledge vs 10+CR

Climb vs cmd, I get bonus based on how big they are (here is why ift: size effects are nice to have)

Ac bonus feat cant remember name: sense motive vs AC

Dont provoke AOO while moving: acrobatics vs CMD

I will post more if I remember them.

Edit: added feature how much we beat the opposed roll by

Kelrugem
September 14th, 2021, 20:06
For making melee more fun I really liked tome of battle book of nine swords in 3.5. that book also has a lot of opposed skill rolls 

We are waiting eagerly for your opposed skill rolls stuff, it will be awesome. There are several things we dont use because it slows down the game without automation. My suggestions are:
Make the opposed skill rolls work with if and ift effects.
Opposed skill checks can include your spell tags for bonus vs them, see example
Make is see how many times we have beaten it by 5, like hit by +5, hit by +20, miss by +10, like bmos ammunition manager. Or make it work with that extension.
When choosing skill we can choose every skill in the skill tab like knowledge religion or custom made skills
Static modiferer multiplied by Choose skill or cmb or caster level + field for static modifier + ability core modifier VS static modifier multiplied by opponents skill or cmd or AC or HD or CR +static modifier + opponents ability score.
There might be more options that is neccessary that I am missing here


Examples of use
Feint: bluff vs 10 + BAB + wis modifier

Demoralize: fear effect. Intimidate vs 10+HD wis modifier

Knowledge vs monsters. Knowledge vs 10+CR

Climb vs cmd, I get bonus based on how big they are (here is why ift: size effects are nice to have)

Ac bonus feat cant remember name: sense motive vs AC

Dont provoke AOO while moving: acrobatics vs CMD

I will post more if I remember them.

Edit: added feature how much we beat the opposed roll by

Thanks a lot :) I will bookmark it :)

bmos
September 14th, 2021, 21:23
Make is see how many times we have beaten it by 5, like hit by +5, hit by +20, miss by +10, like bmos ammunition manager. Or make it work with that extension.For how much you beat the roll by you can absolutely steal my function from Ammunition Manager:
https://github.com/bmos/FG-Ammunition-Manager/blob/39d7f2030369d4dee30641070157850afd396e7c/scripts/manager_ammunition.lua#L272-L278
https://github.com/bmos/FG-Ammunition-Manager/blob/39d7f2030369d4dee30641070157850afd396e7c/scripts/manager_ammunition.lua#L109-L122
I've yet to see a need for more granularity than 5, 10, etc and that way it doesn't give away the exact DC.

Kelrugem
September 21st, 2021, 21:31
Thanks for the suggestion, bmos :)

@all: Finallyyyyy, I have a github profile and have uploaded all my extensions as repositories here: https://github.com/Kelrugem :) So, in case you are a community dev who wants to contribute to some code, then feel free to do it via Github :) (but private messages and so on are still okay of course :) ) I also created a project: https://github.com/users/Kelrugem/projects/1. I also tried to link it with my Orcid ID (an ID for uniquely identifying authors of creative work, mainly research), but not sure if I succeeded (hence, I also simply added my Orcid ID to my profile description)

By the way, there is now a donation button in all Forge profiles of the people who toggled that they may sell an extension: https://forge.fantasygrounds.com/crafter/2/view-profile (upper right)
I was at the very beginning of the Forge testing, and then it was not possible to not toggle that, hence, I got the donation button, too. I can sadly not remove it, therefore I now thought a while on it what I should do with that. Since I basically cannot avoid that someone uses that button: If you want to donate something and you can really afford a bit, then I appreciate a donation :) but there is of course no obligation to do so, my extensions stay free of course, and there is no guarantee from my side how much time I can commit on my projects; so, only use the donate button if you are comfortable with the current features, not thinking about any possible kind of features I was thinking about loudly :) In case you ever donated something and realized that it was too much for you, then hit me a private message and I send it back of course :)

Thanks, and sorry that I am currently extremely slow with new features; my life is still chaotic, my new job should have already started in Taiwan, but Taiwan closed their borders because of the pandemic. Now I start on 1 October with my job as post-doctoral fellow, but with my home office still in Germany until the borders are open again :) (so, since the defence of my PhD I feel like "on the jump", but I cannot "jump" :D)

bmos
September 21st, 2021, 21:57
Thanks for the suggestion, bmos :)

@all: Finallyyyyy, I have a github profile and have uploaded all my extensions as repositories here: https://github.com/Kelrugem :) So, in case you are a community dev who wants to contribute to some code, then feel free to do it via Github :) (but private messages and so on are still okay of course :) ) I also created a project: https://github.com/users/Kelrugem/projects/1. I also tried to link it with my Orcid ID (an ID for uniquely identifying authors of creative work, mainly research), but not sure if I succeeded (hence, I also simply added my Orcid ID to my profile description)

By the way, there is now a donation button in all Forge profiles of the people who toggled that they may sell an extension: https://forge.fantasygrounds.com/crafter/2/view-profile (upper right)
I was at the very beginning of the Forge testing, and then it was not possible to not toggle that, hence, I got the donation button, too. I can sadly not remove it, therefore I now thought a while on it what I should do with that. Since I basically cannot avoid that someone uses that button: If you want to donate something and you can really afford a bit, then I appreciate a donation :) but there is of course no obligation to do so, my extensions stay free of course, and there is no guarantee from my side how much time I can commit on my projects; so, only use the donate button if you are comfortable with the current features, not thinking about any possible kind of features I was thinking about loudly :) In case you ever donated something and realized that it was too much for you, then hit me a private message and I send it back of course :)

Thanks, and sorry that I am currently extremely slow with new features; my life is still chaotic, my new job should have already started in Taiwan, but Taiwan closed their borders because of the pandemic. Now I start on 1 October with my job as post-doctoral fellow, but with my home office still in Germany until the borders are open again :) (so, since the defence of my PhD I feel like "on the jump", but I cannot "jump" :D)Yahoo! The only issue I see happening is that alternate overlays and original overlays are going to be hard to collaborate on since they're the same except for a few pictures.
I'd recommend putting them together and having some sort of build script that would mix/match the right stuff if you don't want to just make one a theme for the other.
Sorry to hear your move is postponed, that can be a very uncomfortable feeling.

Kelrugem
September 21st, 2021, 22:08
Yahoo! The only issue I see happening is that alternate overlays and original overlays are going to be hard to collaborate on since they're the same except for a few pictures.
I'd recommend putting them together and having some sort of build script that would mix/match the right stuff if you don't want to just make one a theme for the other.
Sorry to hear your move is postponed, that can be a very uncomfortable feeling.

Ah, yes, I was also thinking about that this may be confusing; not sure how to build an automatic script, but for now I may just delete the alternative or original version and copy the changes to the other version separately outside github :) (or rather replacing the graphics for the other version as I am usually doing it)

(thanks for the words about the moving :) )

Croddwyn
September 22nd, 2021, 01:19
Ah, yes, I was also thinking about that this may be confusing; not sure how to build an automatic script, but for now I may just delete the alternative or original version and copy the changes to the other version separately outside github :) (or rather replacing the graphics for the other version as I am usually doing it)

(thanks for the words about the moving :) )

If I get a chance, I'll see if I can't help with that (the build script thing). My experience is with the business side of github, so I'm not sure if it'll translate, though.

Zygmunt Molotch
September 22nd, 2021, 03:45
could the overlays and alternative overlays be a menu toggle, like selecting a background decal is? or would that cause funky things if a map was already loaded?

Kelrugem
September 22nd, 2021, 08:15
If I get a chance, I'll see if I can't help with that (the build script thing). My experience is with the business side of github, so I'm not sure if it'll translate, though.

oh, nice, let me know; thank you very much, I appreciate it :) The first time that I really use Github :D


could the overlays and alternative overlays be a menu toggle, like selecting a background decal is? or would that cause funky things if a map was already loaded?

the reason why I did not change that (yet?) was that then the users do not need to download all the graphics; especially the first version had rather big file sizes until bmos made their sizes smaller, and then I preferred to have a separate version for the alternative overlays :) If I am not mistaken, clients also need to download all the files on the first connection, and with that I wanted to avoid any problems with logins etc; but maybe I just overthink it

SoxMax
September 23rd, 2021, 02:46
I think the best bet is still to have Extended Automation be a sort of "master extension" and then have Strain Injury and Alternative Icons be additional extensions to the core Extended Automation extension. This would maximize your code reusability and result in the fewest github repos to maintain. Though that would be a pretty big change for current users of your extensions.

Kelrugem
September 23rd, 2021, 07:58
I think the best bet is still to have Extended Automation be a sort of "master extension" and then have Strain Injury and Alternative Icons be additional extensions to the core Extended Automation extension. This would maximize your code reusability and result in the fewest github repos to maintain. Though that would be a pretty big change for current users of your extensions.

About the icons as separate extensions we once spoke, but writing straininjury as an extension on top would be a mammoth project since there are a lot of changes in StrainInjury also affecting the codes of extended automation :) (StrainInjury affects so many files that one could start to argue to make it a .pak :D I actually also plan to release my homebrew extensions which is straininjury plus extras, and I will probably release this as a ruleset instead. But this is just some fun project I may have)

At the moment I may simply just keep one Extended automation and one version with straininjury :) Then the code pull requests can be added to them and the versions with other overlays are simple enough done manually as usual :)

(About overlays: A separate extension just overwriting overlays still requires that the "alternative users" need to download certain files twice; and I am not sure how this affects the FG RAM usage because, if I am not mistaken, overlays are loaded into RAM, such that they are ready to use. I wonder whether overwritten files are not loaded into RAM? But if both versions are loaded into RAM, then I'd still prefer the current approach.)

SoxMax
September 23rd, 2021, 14:05
Ahh, darn I hadn't realized how entwined StrainInjury was with the rest of the automation.

For the overlays as far as transfer goes, you could have the core mod not have any extensions at all, or blank dummy files. Then make it so one must subscribe to an icon pack to get any icons. This would alleviate the transfer problem upon connection and allow you to maintain the code independently of any icons.

But I may be overthinking it and just copying in new icons or using a packaging tool may just be easier.

Kelrugem
September 23rd, 2021, 14:14
Ahh, darn I hadn't realized how entwined StrainInjury was with the rest of the automation.

For the overlays as far as transfer goes, you could have the core mod not have any extensions at all, or blank dummy files. Then make it so one must subscribe to an icon pack to get any icons. This would alleviate the transfer problem upon connection and allow you to maintain the code independently of any icons.

But I may be overthinking it and just copying in new icons or using a packaging tool may just be easier.

hmm, this is actually a good idea, I didn't think about this :)

Now I will think even more about it :D The only disadvantage may be of course that current users need to get aware of such changes if such a change is applied; but I will see :)

bmos
September 23rd, 2021, 15:16
hmm, this is actually a good idea, I didn't think about this :)

Now I will think even more about it :D The only disadvantage may be of course that current users need to get aware of such changes if such a change is applied; but I will see :)A solution to that would be a pop-up window that only shows up on first load which tells users they need to install an icon pack. But I think 2 extensions for everyone is perhaps worse than 2 extensions for some users. It would be great if you had stats on how many users use each version.

Kelrugem
September 23rd, 2021, 18:40
A solution to that would be a pop-up window that only shows up on first load which tells users they need to install an icon pack. But I think 2 extensions for everyone is perhaps worse than 2 extensions for some users. It would be great if you had stats on how many users use each version.

Hm, yeah, I see; by the forge the stats are currently: Original overlays at 199 subscribers, alternative one at 98, though there are surely people downloading both versions :) Hm, difficult to say what the best approach is, given that already many users are used to the given system

SoxMax
September 23rd, 2021, 22:13
For generating multiple extensions from one github, I've been working on a packaging tool that could help.
https://github.com/SoxMax/FantasyGroundsPackager

It currently takes a directory and expects a single extension.xml file and pulls in all the files needed by the extension.xml
It should be easy enough to make it so you can specify an xml directly and rename it to extension.xml during packaging. This would let you put the extension.xml for each version along with all the needed icons in one repo and then just point each extension.xml to the set of icons it needs.

Kelrugem
September 24th, 2021, 09:08
For generating multiple extensions from one github, I've been working on a packaging tool that could help.
https://github.com/SoxMax/FantasyGroundsPackager

It currently takes a directory and expects a single extension.xml file and pulls in all the files needed by the extension.xml
It should be easy enough to make it so you can specify an xml directly and rename it to extension.xml during packaging. This would let you put the extension.xml for each version along with all the needed icons in one repo and then just point each extension.xml to the set of icons it needs.

ah, nice, thanks a lot; I will take a look :)

SoxMax
September 24th, 2021, 18:35
ah, nice, thanks a lot; I will take a look :)

Sorry I just realized my post may be implying you can make that change to the packaging tool, let me know if you want me to make that change :p

Kelrugem
September 24th, 2021, 18:50
Sorry I just realized my post may be implying you can make that change to the packaging tool, let me know if you want me to make that change :p

Oki :D No worries, I am not even sure whether I am capable of adding such a change :D (besides FG coding I basically never did any coding, so, basically unexperienced with everything outside FG :D)

Last Post
October 15th, 2021, 17:09
Quick question. Is there a way to have the drbypass only work for specific dr types, such as dr magic. As I understand it and in my attempt to set this up properly drbypass is getting past all dr.

I am looking at setting up an Inquisitor's Judgement of Smiting.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.

So while it needs to bypass DR magic, I don't want it to work on DR adamantine for example.
This would be for an applied effect and not applied to a weapon quality.

Thanks. I was super happy to see that greater minds like Kel and Phixation tackled this some time ago.

Kelrugem
October 15th, 2021, 17:45
Quick question. Is there a way to have the drbypass only work for specific dr types, such as dr magic. As I understand it and in my attempt to set this up properly drbypass is getting past all dr.

I am looking at setting up an Inquisitor's Judgement of Smiting.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.

So while it needs to bypass DR magic, I don't want it to work on DR adamantine for example.
This would be for an applied effect and not applied to a weapon quality.

Thanks. I was super happy to see that greater minds like Kel and Phixation tackled this some time ago.

If you just want to avoid certain DR like in this case, then it is much easier just to provide the corresponding damage type :)

If it is a permanent ability, then just add magic as damage type to the weapon(s). If it is a temporary ability, then use the effect DMGTYPE: magic; this will add the magic damage type to all your weapon attacks :) (the latter of course also works for permanent abilities, but I usually prefer to keep the CT effect stuff as clean as possible :) )

And thanks for the words :D

Last Post
October 15th, 2021, 17:50
Darn it! I knew this too. Now that you reminded me I have other players who've had similar abilities use this but it was my first time setting something like this up. Thanks Kel!!

Kelrugem
October 15th, 2021, 17:56
Darn it! I knew this too. Now that you reminded me I have other players who've had similar abilities use this but it was my first time setting something like this up. Thanks Kel!!

hehe, happens, you're welcome :D

Kelrugem
October 20th, 2021, 21:33
Hi :)

Just a short notice, the next bigger update is a very big one: https://www.fantasygrounds.com/forums/showthread.php?71008-Developer-Notes-2021-11-Ruleset-Updates&p=624029#post624029 :) That means: It may be that I am not able to immediately update everything before this is released :)

Also: One of the changes is to remove FGC specific code. I will try to push soon finally my next updates (not accounting the changes on the test server); these versions will be also uploaded to the forums to be available for all FGC users. However, this will be then the last update for the FGC versions, the forge version will be then only for FGU (forge actually just downloads for FGU). Since FGC won't receive any updates anymore, there should be no danger of a suddenly broken extension :)

Asgurgolas
October 20th, 2021, 23:40
now I know I won't update for a while :°D

Dark_Soul
October 24th, 2021, 04:41
Is there a function in here that will allow force-based armor effects to work against incorporeal attacks? It sounds pretty niche, but things like mage armor and shield are very common spells, and incorporeal enemies such as wraiths aren't too rare. I just had this come up in a game and if there was a forcearmor and forceshield type that applied their bonus as normal but also against incorporeal attacks, it would be a pretty simple solution.

Just something to think about, I think I have a workaround that does well enough right now.

Kelrugem
October 24th, 2021, 09:15
Is there a function in here that will allow force-based armor effects to work against incorporeal attacks? It sounds pretty niche, but things like mage armor and shield are very common spells, and incorporeal enemies such as wraiths aren't too rare. I just had this come up in a game and if there was a forcearmor and forceshield type that applied their bonus as normal but also against incorporeal attacks, it would be a pretty simple solution.

Just something to think about, I think I have a workaround that does well enough right now.

I once had a code snippet for this but decided against this because I thought it should already be possible to code this, I think :) I can check again maybe :) (it is too long ago)

Dark_Soul
October 24th, 2021, 13:48
Right now I'm using AC: 4 armor; IFT: Incorporeal; AC: 4 force for a mage armor effect and it's working right. I'm not sure if it's even recognizing "force" as an armor type. I doubt it, and I'll probably be alright removing it, but it's what works for now.

Asgurgolas
October 24th, 2021, 16:26
Is there a function in here that will allow force-based armor effects to work against incorporeal attacks? It sounds pretty niche, but things like mage armor and shield are very common spells, and incorporeal enemies such as wraiths aren't too rare. I just had this come up in a game and if there was a forcearmor and forceshield type that applied their bonus as normal but also against incorporeal attacks, it would be a pretty simple solution.

Just something to think about, I think I have a workaround that does well enough right now.

I go with the following:

MAGE ARMOR; AC: 4 armor; IFT: TYPE (incorporeal); AC: 4 melee


it's not perfect but still works most of the time:P

Kelrugem
October 26th, 2021, 09:52
I go with the following:

MAGE ARMOR; AC: 4 armor; IFT: TYPE (incorporeal); AC: 4 melee


it's not perfect but still works most of the time:P

Precisely, that was probably the reason why I thought it is not needed to code it :) (or to publish the code I already had; maybe its prototype is still there but commented out in the code) The effect may be only problematic if the incorporeal creature attacks with a weapon? Not sure, never had incorporeal NPCs :D

Asgurgolas
October 27th, 2021, 13:37
Incorporeal creatures with weapons still are incorporeal, unless those weapons are ghost touch. But even if it's the case, it'd be such a rare situation I'd just add a "IFT: CUSTOM (Mage Armor); ATK: 4 melee" pasted here and there

Kelrugem
November 29th, 2021, 21:25
Just a short notice again: Next week probably will be a rather big official FG patch and I am not yet sure whether or not I can update all my extensions then :) My extension will likely break, I think

Right now I was concentrating on new features rather than just maintenance; if you are interested into spoilers about the possible new things: https://github.com/users/Kelrugem/projects/1 (the middle and right column are either already done in some sense or there is just straightforward progress left; so, these two columns will certainly make it into the next extension update) You probably see that there is a lot going on and some stuff will come soon :)

Asgurgolas
November 29th, 2021, 22:46
Just a short notice again: Next week probably will be a rather big official FG patch and I am not yet sure whether or not I can update all my extensions then :) My extension will likely break, I think

Right now I was concentrating on new features rather than just maintenance; if you are interested into spoilers about the possible new things: https://github.com/users/Kelrugem/projects/1 (the middle and right column are either already done in some sense or there is just straightforward progress left; so, these two columns will certainly make it into the next extension update) You probably see that there is a lot going on and some stuff will come soon :)

well I haven't updated since october or so because you said your extensions could break back then, so I can wait some more :p

Kelrugem
November 30th, 2021, 08:36
well I haven't updated since october or so because you said your extensions could break back then, so I can wait some more :p

When I said that, then I was referring to the patch coming next week :D I think I wrote "the next bigger patch soon" and there was no other bigger patch yet :D

So, this week is still totally fine to update :)

Asgurgolas
November 30th, 2021, 14:46
Oh... then I'll go with updating now since I'm still in time o.O good to know

RobboNJ69
December 3rd, 2021, 19:43
Has anyone noticed and issues with Kelrugem's extentions? I updated with out thinking about it, today 12/3. I did a quick check and the everything seems to be working.

Kelrugem
December 3rd, 2021, 19:51
Has anyone noticed and issues with Kelrugem's extentions? I updated with out thinking about it, today 12/3. I did a quick check and the everything seems to be working.

Up until today there should be hopefully no problem :) The complicating patch comes next Tuesday :)

RobboNJ69
December 3rd, 2021, 20:27
Up until today there should be hopefully no problem :) The complicating patch comes next Tuesday :)

Ok! That clears it up. With the earlier posts, I wasn't sure if today would see the possible issues. Thank you, Sir! I haven't been on here in a while... I hope you've been well.

Kelrugem
December 3rd, 2021, 21:07
Ok! That clears it up. With the earlier posts, I wasn't sure if today would see the possible issues. Thank you, Sir! I haven't been on here in a while... I hope you've been well.

I am fine so far, still waiting for Taiwan's borders to be opened such that I can see my new office there :D (my home office is in Germany so far)

I hope you are well, too :) I am already updating my extensions and I try to add your request for the effect about lowering fortification :)

Asgurgolas
December 4th, 2021, 04:07
updates <3

RobboNJ69
December 4th, 2021, 13:48
I am fine so far, still waiting for Taiwan's borders to be opened such that I can see my new office there :D (my home office is in Germany so far)
Glad to hear it! Congrats on the new job. I hope you get to your new office soon.


I hope you are well, too :) I am already updating my extensions and I try to add your request for the effect about lowering fortification :)
I'm good. I'm still under quarantine from having Covid, but I had the vaccine and I'm healthy, so thankfully it was like one-day having a cold. The worst part... I work remote anyway so no days off for me. Thank you for remembering and considering the fortification modification. If it can be done, that would be awesome!

Kelrugem
December 4th, 2021, 15:18
Glad to hear it! Congrats on the new job. I hope you get to your new office soon.
Thank you :)

I'm good. I'm still under quarantine from having Covid, but I had the vaccine and I'm healthy, so thankfully it was like one-day having a cold. The worst part... I work remote anyway so no days off for me. Thank you for remembering and considering the fortification modification. If it can be done, that would be awesome!
Oh, I am sorry to hear that; I hope you get well soon, glad that the infection does not affect you so bad :)

Kelrugem
December 15th, 2021, 17:25
The big patch just released, so, now my extensions are out-of-date; I hope I can soon update my extensions :)

Asgurgolas
December 15th, 2021, 20:12
And so I'll wait patiently :rv:

Kelrugem
December 15th, 2021, 20:20
And so I'll wait patiently :rv:

I actually do not expect that something breaks, some extensions are already updated via the forge, and the new features are mainly about something I do not touch (except maybe the spell DC note) :) But I will check everything once I got enough time

chaiwalla
December 15th, 2021, 21:38
Fingers crossed!

Asgurgolas
December 16th, 2021, 15:14
I actually do not expect that something breaks, some extensions are already updated via the forge, and the new features are mainly about something I do not touch (except maybe the spell DC note) :) But I will check everything once I got enough time

Thing is, *if* I update and *IF* something breaks there's no way to reverse it. So I'd rater play safe and wait since my games literally hinges on "if/iftag/nif/niftag" and so on....

Wait, what do you refer to with "spell DC note"?

Kelrugem
December 16th, 2021, 16:33
Thing is, *if* I update and *IF* something breaks there's no way to reverse it. So I'd rater play safe and wait since my games literally hinges on "if/iftag/nif/niftag" and so on....

Wait, what do you refer to with "spell DC note"?

There were some erroneous DC calculations for NPCs which got fixed, but I am not sure about how serious these were and whether 3.5E was affected by this, too :)

Kelrugem
December 17th, 2021, 19:27
Hi :)

I got sometimes asked for providing examples of effects for my extended automation extension; especially as a section for my forge page :) Does someone have a spreadsheet or so having such examples? (maybe for each new effect, but also using new logic like NIFT; for IFTAG I already have some examples on the forge page, but always better to have too many examples :D) Otherwise I try to scan dllwell's module with examples :)

(but don't stress yourselves because of that, just if someone happens to spontaneously have some example effects)

Have a nice weekend :)

Kelrugem

Svandal
December 17th, 2021, 20:44
An update from me. I have updated and it does not look like the update has broken anything. No error messages, and it seems to be working but I have not tested more than a couple of things.

I run this extension in addition to several of bmoss extension, and some more (18 in total)

Kelrugem
December 17th, 2021, 21:13
An update from me. I have updated and it does not look like the update has broken anything. No error messages, and it seems to be working but I have not tested more than a couple of things.

I run this extension in addition to several of bmoss extension, and some more (18 in total)

thanks for testing :)

chaiwalla
December 18th, 2021, 03:56
I can give some examples piecemeal taken from my campaign.
A sling of seeking has added: seeking;.
Then for certain foes in upcoming encounters (e.g. these Fallen Blink Dogs) have: NIFT: CUSTOM (seeking); Invisible;
And I add NIFT: CUSTOM (seeking); CONC; and NIFT: CUSTOM (seeking); TCONC; to the Effects list and hot bar them for cases that arise on the fly.

50431
50432

chaiwalla
December 18th, 2021, 04:02
Witch's fortune Hex: fortune; must decide before the first roll is made; keladvantage;
Set to expire on one roll.
Then also added as a once a day spell for each of the PCs.

50433

chaiwalla
December 18th, 2021, 04:03
The classic Smite Evil:
Foe gets: Evil to Smite
Paladin gets: Smite Evil; IFT: CUSTOM (Evil to Smite); ATK: [CHA]; DMG: [LVL]; AC: [CHA] deflection; DMGTYPE: drbypass;
and: Smite Evil; IFT: CUSTOM(Evil to Smite); IFT: TYPE(outsider, dragon, undead); DMG: [LVL];

50439

chaiwalla
December 18th, 2021, 04:12
A character has a necklace of adaptation given: IFTAG: breathing; SIMMUNE;
Breath attacking creature "spells" get: breathing as their tag

50435
50436

Asgurgolas
December 18th, 2021, 08:53
Sneak Attacking gets better with some extensions :P (three effects to set it)

- Sneak Attack; NIFT: nodex; IF: CUSTOM (flanking); DMG: 5d6 precision;
- Sneak Attack; IFT: nodex; NIFT: flat-footed; DMG: 5d6 precision;
- Sneak Attack; IFT: flat-footed; NIFT: CUSTOM (uncanny dodge); DMG: 5d6 precision;


Uncanny Dodge:

Uncanny Dodge; IF: flat-footed; AC: [DEX]

Croddwyn
December 18th, 2021, 09:33
Sneak Attacking gets better with some extensions :P (three effects to set it)

- Sneak Attack; NIFT: nodex; IF: CUSTOM (flanking); DMG: 5d6 precision;
- Sneak Attack; IFT: nodex; NIFT: flat-footed; DMG: 5d6 precision;
- Sneak Attack; IFT: flat-footed; NIFT: CUSTOM (uncanny dodge); DMG: 5d6 precision;

I got tired of updating the dice every other level (yeah, not really a huge chore, but still), so I made it all roll into setting "sneak" as a custom. Also, it means they can't get more than one application. The first three are always on. The last two are actions/effects.

IF:Custom(Sneak);DMG: 6d6 precision
IF:CUSTOM(Flanking);Sneak
IF:CUSTOM(CA); Sneak
Scout's Charge; Sneak; AC:-2; ATK:2
Skirmisher; Sneak
But a better example for Kel's purposes might be the teamwork feat Outflank. My party glommed onto it, but kept messing up whether they had to have both Outflank and Flanking checked. So I made Outflank be this:

Outflank;ATK:2;NIF:CUSTOM(flanking);ATK:2;SneakNow they just hit Outflank when it's relevant and they don't have to sweat it if flanking had already been there for someone without the teamwork feat.

chaiwalla
December 18th, 2021, 13:23
Uncanny Dodge:

Uncanny Dodge; IF: flat-footed; AC: [DEX]

Is this necessary with Kel’s extension? Meaning, if you have the “Effect” Uncanny Dodge on, isn’t it’s sole effect is to prevent getting the flat-footed effect/label in the first place?

chaiwalla
December 18th, 2021, 14:21
IF:Custom(Sneak);DMG: 6d6 precision
IF:CUSTOM(Flanking);Sneak
IF:CUSTOM(CA); Sneak
Scout's Charge; Sneak; AC:-2; ATK:2
Skirmisher; Sneak


Just trying to make sure I get all this. In the above, is

IF:CUSTOM(CA); Sneak
necessary?
Can’t it just be

IF: CA; Sneak
(I thought CA was targetable)?