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bmos
July 24th, 2020, 22:38
I'm starting to have a lot of these and my signature is filling up! Taking a page from Kelrugem's book, here is a thread for all of my extensions and modules.

Each forum post has a few links. Here is an overview of what you will find on the Extension Homepage of each/most of them:
1. Overview / Description / Intro
2. Compatibility Notes (versions of FGC, FGU, and any extensions that have known issues)
3. Feature List
4. Video or Image Example
5. Full codebase. My extensions are loaded in the vault when installed via the Forge, but it isn't because I don't want to share the code.

Forge extensions gallery and donation link (https://forge.fantasygrounds.com/crafter/12/view-profile)
If you want to see the code for my extensions (they are in the vault when downloaded from the Forge), check out my GitHub page (https://github.com/bmos?tab=repositories).
From this code, you should be able to make edits as desired/needed. If you need me to make a change to make the extension more editable, reach out and I very well might.

Development Tools
Luacheck Configuration File (https://www.fantasygrounds.com/forums/showthread.php?72988-luacheckrc) <-- defines most/all global scoped objects, variables, etc. helps your IDE give better coding hints
Forge Updater (https://www.fantasygrounds.com/forums/showthread.php?80279-CI-Tool-to-Release-to-FG-Forge) <-- publishes your builds to the Forge via automation

Extensions
Hit Margins (SFRPG/PFRPG/3.5E/4E/5E) (https://www.fantasygrounds.com/forums/showthread.php?74549-Hit-Margins) <-- shares how closely attacks hit/miss
Automatic Crit and Fumble Tables (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?74550-Automatic-Crit-and-Fumble-Tables) <-- use paizo's crit and fumble decks automatically
Live Hitpoints (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension) <-- hitpoints adjust when ability score changes
Sanity Tracker (PFRPG) (https://www.fantasygrounds.com/forums/showthread.php?59874-PFRPG-Sanity-Tracker-Extension) <-- calculate sanity edge, damage, threshold, and incurred insanity
Spell Formatting (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?60120-PFRPG-Spell-Description-Formatting) <-- allows tables in formatting like tables in spell descriptions
Disease Tracker (PFRPG) (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension) <-- Mostly automates poisons and diseases
Item Durability (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?60307-PFRPG-Item-Durability) <-- hitpoints, hardness, saving throws for items
Extra Stat to Saves (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?60436-PFRPG-Extra-Stat-to-Saves) <-- add a second ability modifier to saving throws (for paladins)
Spell Failure (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?60471-PFRPG-Spell-Failure-Extension) <-- automatically roll spell failure chance
Ability Drain and Permanent Bonuses (PFRPG) (https://www.fantasygrounds.com/forums/showthread.php?61371-PFRPG-Ability-Drain-and-Permanent-Bonuses) <-- adds fields for tracking permanent bonuses (effects only support temporary bonuses)
Ammunition Manger (PFRPG/3.5E/5E/4E/SFRPG) (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Loaded-Indicator) <-- track actions to load weapons, ammo used, and missed shots
OpenDyslexic2 Font (CoreRPG+) (https://www.fantasygrounds.com/forums/showthread.php?62617-OpenDyslexic2-Font-Extension) <-- UI font designed against common symptoms of dyslexia
Upgrade NPC Actions (PFRPG/3.5E) (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) <-- fix missing info in NPC spells and automate abilities
Extraplanar Containers (CoreRPG+) (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) <-- automation of bags of holding
Coins Weight (CoreRPG+) (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) <-- add inventory item for automatically tracking the weight of coins
Encumbrance Penalties (PFRPG) (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) <-- automate encumbrance penalties based on carried weight
Party Inventory Weight (CoreRPG+) (https://www.fantasygrounds.com/forums/showthread.php?69117-CoreRPG-Party-Item-Weight) <-- calculate the total weight of parcels and the party inventory
Skill Success / Failure Margin (4E) (https://www.fantasygrounds.com/forums/showthread.php?67328-4E-Skill-Success-Failure-Margins) <-- add message to skill checks in 4E rolled from party sheet (that include DC)

Modules
Critical and Fumble Decks (PFRPG) (https://github.com/bmos/FG-PFRPG-Critical-and-Fumble-Deck) <-- Pathfinder-specific Crits and Fumbles (no more references to 3.5E's Action Points)
Maladies Library (PFRPG) (https://github.com/bmos/FG-PFRPG-Maladies-Library) <-- Module of poisons and diseases for use with Disease Tracker
Alcohols of Golarion (PFRPG) (https://www.fantasygrounds.com/forums/showthread.php?60914-Alcohols-of-Golarion) <-- Flavor items from Golarion

Adopted Extensions
Customized Item Generator for 3.5E and Pathfinder (https://www.fantasygrounds.com/forums/showthread.php?57818-Customized-Item-Generator-for-3-5E-and-Pathfinder) [FG Forge] (https://forge.fantasygrounds.com/shop/items/37/view) [ext files and changelog] (https://github.com/bmos/FG-PFRPG-Customized-Item-Generator/releases) [README] (https://github.com/bmos/FG-PFRPG-Customized-Item-Generator/blob/main/README.md) <-- Simple generator for magic items and consumables (scrolls, wands, and potions)
Advanced Item Actions (formerly Advanced Character Inventory Manager) (https://www.fantasygrounds.com/forums/showthread.php?57819-Advanced-Character-Iventory-Manager-for-3-5E-and-Pathfinder) [FG Forge] (https://forge.fantasygrounds.com/shop/items/48/view) [ext files and changelog] (https://github.com/bmos/FG-PFRPG-Advanced-Item-Actions/releases) [README] (https://github.com/bmos/FG-PFRPG-Advanced-Item-Actions/blob/main/README.md) <-- automatically add/remove spell class for wands/scrolls/potions when equipping/un-equipping
Advanced Effects for 3.5E and Pathfinder (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder) [FG Forge] (https://forge.fantasygrounds.com/shop/items/33/view) [ext files and changelog] (https://github.com/bmos/FG-PFRPG-Advanced-Effects/releases) [README] (https://github.com/bmos/FG-PFRPG-Advanced-Effects/blob/main/README.md) <-- Attach effects to PCs, NPCs and items.
Party Inventory Identified (https://www.fantasygrounds.com/forums/showthread.php?40686-Extension-Party-Inventory-Identified) [FG Forge] (https://forge.fantasygrounds.com/shop/items/50/view) [ext files and changelog] (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Identified/releases) <-- easier way to see what items are ID'd
Enhanced Items v4 (https://www.fantasygrounds.com/forums/showthread.php?40602-Extension-Enhanced-Items-v4) [FG Forge] (https://forge.fantasygrounds.com/shop/items/51/view) [ext files and changelog] (https://github.com/bmos/FG-PFRPG-Enhanced-Items/releases) <-- add additional useful fields to item sheet
Aura Effects (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) [FG Forge] (https://forge.fantasygrounds.com/shop/items/32/view) [ext files and changelog] (https://github.com/bmos/FG-Aura-Effect/releases) <-- add/remove effects based on token proximity
Moon Tracker (https://fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension) [FG Forge] (https://forge.fantasygrounds.com/shop/items/172/view) [ext files and changelog] (https://github.com/bmos/FG-CoreRPG-Moon-Tracker/releases) <-- automatically track phases of the moon(s) based on in-game calendar

Future Goals (no promises -- feel free to steal these ideas):

Invisibility that applies to allies without see invisibility (hello area-effect friendly fire ;)) [NOT YET POSSIBLE]
'Fake' unidentified costs
Random encounter treasure (https://www.aonprd.com/RandomItemGenerator.aspx) parcel generator.


For anyone who wants to get notified whenever I post new releases of any of my extensions that you use, here are instructions (https://github.com/isaacs/github/issues/410#issuecomment-442385230).

How can you help?
If you like my work and wish you could help/contribute in some way (other than code which you are also welcome to contribute to--via GitHub or direct message/my threads), consider creating a new/empty campaign and trying to break them/test them thoroughly.
I do put in effort to think of 'edge cases', but there are always more that are un-handled; reporting any script errors or strange behavior that arise during your use is greatly appreciated and goes a long way to help improve the reliability of these extensions for yourself and others.

Zygmunt Molotch
July 25th, 2020, 04:15
Excellent!

Gerid
July 25th, 2020, 19:27
Thank you very much for your work, these are amazing!

dellanx
July 25th, 2020, 22:20
I'm starting to have a lot of these and my signature is filling up!
Taking a page from Kelrugem's book, here is a thread for all of my extensions.
If you have a suggestion for a new extension, this would be a great place to put it (although I may not have time/interest; no promises!).

PFRPG Total Encumbrance Extension (https://fantasygrounds.com/forums/showthread.php?58641-PFRPG-Total-Encumbrance-Extension)
PFRPG Live Hitpoints from Constitution Extension (https://fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension)
PFRPG Sanity Tracker Extension (https://fantasygrounds.com/forums/showthread.php?59874-PFRPG-Sanity-Tracker-Extension)
PFRPG Spell Formatting Extension (https://www.fantasygrounds.com/forums/showthread.php?60120-PFRPG-Spell-Description-Formatting)
PFRPG Disease Tracker Extension (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension)
PFRPG Item Durability Extension (https://www.fantasygrounds.com/forums/showthread.php?60307-PFRPG-Item-Durability)

I could see making saving-throws for a fireball!

dellanx
July 26th, 2020, 03:46
A while back I made a spreadsheet to calculate Hardness and Hitpoints of items. Here it is.

38053

It would be cool to generate these numbers automatically. When I created "+1 Breastplate" with custom item generator for example afterward I use spreadsheet and calculate a Hardness of 12 and Hit Points of 15 for a metal breastplate +1.

Now we have a spot to enter the cool information.

38054

"bmos" thanks much.

bmos
July 26th, 2020, 06:18
A while back I made a spreadsheet to calculate Hardness and Hitpoints of items. Here it is.

38053

It would be cool to generate these numbers automatically. When I created "+1 Breastplate" with custom item generator for example afterward I use spreadsheet and calculate a Hardness of 12 and Hit Points of 15 for a metal breastplate +1.

Now we have a spot to enter the cool information.

38054

"bmos" thanks much.I would love to do something like this, but I can't imagine how it would work without making a database of materials used to make different items.
Currently I've been focusing on broken weapon/armor penalties (just finished with weapons), but let me know if you have ideas on how hardness can be calculated.

dellanx
July 26th, 2020, 13:51
I would love to do something like this, but I can't imagine how it would work without making a database of materials used to make different items.
Currently I've been focusing on broken weapon/armor penalties (just finished with weapons), but let me know if you have ideas on how hardness can be calculated.

The only thought that comes to mind is the "CustomisedItemGenerator modified.ext (https://www.fantasygrounds.com/forums/showthread.php?38761-CustomisedItemGenerator-Extension/page3)" extension by rmilmine based on Faelwen's "CustomisedItemGenerator.ext". It only modifies weapons and armor, but Special Materials and Size are incorporated in the item creation process. The only thing that I don't see consistently in current items is the type of categories mentioned in the damaging items (https://www.d20pfsrd.com/equipment/damaging-objects/) page.

The data in the "Type" and/or "Subtype" field may have to be referenced or overwritten with values in the "Table: Common Armor, Weapon, and Shield Hardness and Hit Points" for example. It almost seems like a separate field may be needed, because "Subtype" field is also used to describe weapon types in terms of "Simple", Martial" or "Exotic". I hope that helps.

P.S. The guidance for other items like rings, bracers etc., seems to be worse, the only table that I would use to start the calculation is the "Table: Substance Hardness and Hit Points" plus add bonuses for pluses?

Also a question, do special weapon qualities such as "Keen", "Vorpal", etc., add bonuses to item hitpoints and hardness, I only see the "enhancement bonus" mentioned?

bmos
July 26th, 2020, 14:23
The only thought that comes to mind is the "CustomisedItemGenerator modified.ext (https://www.fantasygrounds.com/forums/showthread.php?38761-CustomisedItemGenerator-Extension/page3)" extension by rmilmine based on Faelwen's "CustomisedItemGenerator.ext". It only modifies weapons and armor, but Special Materials and Size are incorporated in the item creation process. The only thing that I don't see consistently in current items is the type of categories mentioned in the damaging items (https://www.d20pfsrd.com/equipment/damaging-objects/) page.

The data in the "Type" and/or "Subtype" field may have to be referenced or overwritten with values in the "Table: Common Armor, Weapon, and Shield Hardness and Hit Points" for example. It almost seems like a separate field may be needed, because "Subtype" field is also used to describe weapon types in terms of "Simple", Martial" or "Exotic". I hope that helps.

P.S. The guidance for other items like rings, bracers etc., seems to be worse, the only table that I would use to start the calculation is the "Table: Substance Hardness and Hit Points" plus add bonuses for pluses?

Also a question, do special weapon qualities such as "Keen", "Vorpal", etc., add bonuses to item hitpoints and hardness, I only see the "enhancement bonus" mentioned?

Until I have a way to auto-generate hardness and hitpoints, I'm not automating any bonuses to those numbers (since you'll be filling them in manually anyway).
I could auto-fill a few of the items on the list, based on their names, but it would be a drop in the bucket compared to the total number of items that exist.
The thought of sorting what weapons are One-handed hafted weapon vs Two-handed hafted weapon vs Light hafted weapon vs One-handed metal-hafted weapon vs Light metal-hafted weapon vs Two-handed blade vs One-handed blade vs Light blade vs Projectile weapon (and the same type of thing for all armor types) is not appealing to me. ;)

If someone wants to make spreadsheets of everything, I'll consider implementing it, but without such labor-intensive efforts I just don't see a favorably rules-compliant solution beyond having fields for material and weapon type that generate the result when you fill them out. Would that be easier/helpful?

bmos
July 26th, 2020, 16:14
I think I've figured out a good solution!
Just putting some finishing touches on it now.

dellanx
July 26th, 2020, 17:24
I think I've figured out a good solution!
Just putting some finishing touches on it now.

Very nice!

onkg12
July 26th, 2020, 17:26
join campain games starts at 10pm EET

bmos
July 26th, 2020, 18:55
Very nice!Let me know what you think. Is this like what you were describing?
https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.0

I'm also checking specifically for vials, potions, and scrolls. What other items are always one material?
sword = steel would probably work


https://link/campaigns/join/12765462150126252
join campain games starts at 10pm EETYou lost?

dellanx
July 26th, 2020, 19:50
Not sure what I am doing, but it is not filling in.

I entered the Substance and Thickness. I tried to use it with Custom Item Generator it filled in the Hitpoints of 10, for Iron or steel, thickness 1, it did not fill in Hardness, but I also got an error with Custom Item Generator extension


Script Error: [string "script/magic_item_generator.lua"]:4741: attempt to index field '?' (a nil value)

bmos
July 26th, 2020, 20:00
Not sure what I am doing, but it is not filling in.

I entered the Substance and Thickness. I tried to use it with Custom Item Generator it filled in the Hardness of 10, for Iron or steel, thickness 1, it did not fill in hitpoints, but I also got an error with Custom Item Generator extension


Script Error: [string "script/magic_item_generator.lua"]:4741: attempt to index field '?' (a nil value)Yes, as listed in many places you can't use it with that extension or any other extension that modifies item_main.lua. None of rmilmine's extensions will work. Nor will PFRPG Enhanced Items.

The issue of it not calculating is because of a typo I missed. It was working for armor and items but not weapons.
Here is a fix: https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.1

dellanx
July 26th, 2020, 20:13
Yes, as listed in many places you can't use it with that extension or any other extension that modifies item_main.lua. None of rmilmine's extensions will work. Nor will PFRPG Enhanced Items.

The issue of it not calculating is because of a typo I missed. It was working for armor and items but not weapons.
Here is a fix: https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.1

Tried it on shield very nifty.
38080

dellanx
July 26th, 2020, 20:21
Are there any estimates on hardness and hitpoints on "gold" and "silver". Found this (https://www.enworld.org/threads/soft-metals-hardness.305112/) information on real world hardness for soft metals, interesting.

dellanx
July 26th, 2020, 20:49
Yes, as listed in many places you can't use it with that extension or any other extension that modifies item_main.lua. None of rmilmine's extensions will work. Nor will PFRPG Enhanced Items.

The issue of it not calculating is because of a typo I missed. It was working for armor and items but not weapons.
Here is a fix: https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v1.2.1

bmos thank you definitely impressive!

bmos
July 26th, 2020, 21:08
Tried it on shield very nifty.
38080
hooray! always good when it works for people other than me hehe
I think what you're looking for is this: https://www.d20pfsrd.com/equipment/special-materials/
or the 3.5e equivalent (not sure which system you're using).

I'll get those added to the table of 'substances'!

dellanx
July 26th, 2020, 21:20
hooray! always good when it works for people other than me hehe
I think what you're looking for is this: https://www.d20pfsrd.com/equipment/special-materials/
or the 3.5e equivalent (not sure which system you're using).

I'll get those added to the table of 'substances'!

Thank you!

bmos
July 26th, 2020, 21:40
Thank you!
There were a few that I couldn't add, and I'm going to have to do some tests about whether iron is going to override cold iron (and so forth), but they're added!
https://github.com/bmos/FG-PFRPG-Item-Durability/commit/36bf222ab733992f9fc466ea7237f05a709a1cbc
I had no idea there were that many!

EDIT: v1.2.2 now has them :D and it can handle iron vs cold iron and such properly.
Item-type materials like glass for a vial are prioritized lower so if you create an item like iron vial it will see it as iron.
Same for an ice dagger or anything else like that. More item-specific recognition coming soon (quarterstaff, dagger, sword, etc).

Svandal
July 29th, 2020, 12:51
An usefull extension would be to check caster level vs hit dice/level.
Spells like colour spray, holy word etc.

Like:
Ift: casterLevel-hitDice >5; paralyzed

You might need something like this anyway if you want to do constitution damage/boost for npcs.

bmos
July 29th, 2020, 13:19
An usefull extension would be to check caster level vs hit dice/level.
Spells like colour spray, holy word etc.

Like:
Ift: casterLevel-hitDice >5; paralyzed

You might need something like this anyway if you want to do constitution damage/boost for npcs.

Oh, interesting!
This would allow spells to have a HD limit? That sounds very useful as there are many of those (like sleep).
Definitely something I'll have to look into, assuming I can implement in a way that is compatible with Kelrugem's effects (there are so many useful pieces to that extension that I would hate to exclude it).

Svandal
July 29th, 2020, 19:03
Oh, interesting!
This would allow spells to have a HD limit? That sounds very useful as there are many of those (like sleep).
Definitely something I'll have to look into, assuming I can implement in a way that is compatible with Kelrugem's effects (there are so many useful pieces to that extension that I would hate to exclude it).

That is actually really important to us, Kelrugem has many usefull extensions.

Also I would add CR to the list to check for.
And adding things together in effects.

This would also allow better effects for summon monster.
Spell reststance is CR+5 Resistances goes up with hit dice. The final effect for summon monster would be something like this:
(SR is spell resistance from kels extension)

SR: CR+5; RESIST: 5 cold; IF: HD>4; RESIST: 10 cold; DR: 5 good; IF: HD>11; RESIST:15 cold; DR: 10 good

And smite:
smite
IFT: custom (smite); IFT: align(good); ATK: [cha]; DMG: HD

Asgurgolas
July 30th, 2020, 02:45
That'd be a template adder, basically. Also the HD checker would help for spells like Holy Word.

But the one extension I'd probably welcome the most would be a conditional conditional :P Now we have "IF/IFT", which in my opinion would sadly need an "OR" feature.
Specifically for sneak attacking, but pretty much for anything else.
"iFT: nodex; DMG: 4d6 precision". I'd be better as "IFT: nodex OR IF: CUSTOM (flanking); DMG: 4d6 precision" where "flanking" would be just a custom effect to slap on a character like "flanking; ATK: 2". The precision damage would then trigger on either a nodex target, OR when the acting character has the "flanking" effect on.

As things are now with the standard coding, you have to use both in two different lines (one effect for nodex, one for flanking) which tends to generate issues such as "you're flanking a flat-footed opponent, so I'll roll sneak attack twice".

Or also something like "IFT: flat-footed OR climbing" for the effect to return true on either of them (right now you're either again forced to make two separate lines, or set "IFT: flat-footed, climbing" that would only return true on a character that's flat-footed WHILE climbing)

Kelrugem
July 30th, 2020, 02:53
That'd be a template adder, basically. Also the HD checker would help for spells like Holy Word.

But the one extension I'd probably welcome the most would be a conditional conditional :P Now we have "IF/IFT", which in my opinion would sadly need an "OR" feature.
Specifically for sneak attacking, but pretty much for anything else.
"iFT: nodex; DMG: 4d6 precision". I'd be better as "IFT: nodex OR IF: CUSTOM (flanking); DMG: 4d6 precision" where "flanking" would be just a custom effect to slap on a character like "flanking; ATK: 2". The precision damage would then trigger on either a nodex target, OR when the acting character has the "flanking" effect on.

As things are now with the standard coding, you have to use both in two different lines (one effect for nodex, one for flanking) which tends to generate issues such as "you're flanking a flat-footed opponent, so I'll roll sneak attack twice".

Or also something like "IFT: flat-footed OR climbing" for the effect to return true on either of them (right now you're either again forced to make two separate lines, or set "IFT: flat-footed, climbing" that would only return true on a character that's flat-footed WHILE climbing)

I am already thinking about adding this OR ability, since IFTAG already has this :) Should be not difficult to add this for other operators, too (I honestly just always forget to integrate it... :D)

About HD: There is some code already measuring this, also used for [LVL] :) I think one can use this code for calling the HD/levels of (N)PC :)

Asgurgolas
July 30th, 2020, 03:34
yeah, the "OR" would be a TAOS (True Act Of Salvation) :°D there are so many things giving me headaches to set because of that :P (such as I said, sneak attack).

bmos
July 30th, 2020, 04:17
You can use square brackets for NPCs??
That would be amazing, I'll have to test that.

Kelrugem
July 30th, 2020, 04:28
You can use square brackets for NPCs??
That would be amazing, I'll have to test that.

Yes, they also have an actions tab which is very similar to the PC one :) The wiki is a bit misleading about that, in other rulesets (especially 5e) the [] tags only works for PCs because only there is an actions tab. NPCs do normally not have something like this. But 3.5e/PF1 has the exceptional NPC sheet with an actions tab! :D And so, we can do some more advanced stuff :) (but 3.5e/PF1 has the disadvantage that its NPC sheets have no native spell parser as in 5e. But I prefer an actions tab as in PC sheets rather than messing with using the correct syntax of sentences to make my NPC spells work. Especially because you can simply drag&drop spells into the actions tabs, also of NPCs)

mozmonar
August 3rd, 2020, 00:42
I am already thinking about adding this OR ability, since IFTAG already has this :) Should be not difficult to add this for other operators, too (I honestly just always forget to integrate it... :D)

About HD: There is some code already measuring this, also used for [LVL] :) I think one can use this code for calling the HD/levels of (N)PC :)

As I am setting up effects for a rogue with precise strike, underfoot assault, titan's bane and of course sneak attack I find myself really wishing an "or" was available in the (N)IF(T)stuff.

bmos
August 4th, 2020, 03:22
Big updates! Enjoy!

Live HP from CON now does NPCs (new feature, can't wait for the bug reports :D)
Disease/poison tracker now auto-rolls based on passing time (if you use clock adjuster extension (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster))

lots of little (and not so little) fixes and improvements to all of them. see the download page for each extension for more complete information! good night!

Patreon post:
https://www.patreon.com/posts/40081695

Zygmunt Molotch
August 4th, 2020, 03:45
haha! excellent, just in time for my game tonight!

*scrambles to figure how to use the auto-roll*

bmos
August 4th, 2020, 10:19
haha! excellent, just in time for my game tonight!

*scrambles to figure how to use the auto-roll*Sorry, probably should have posted more in the way of instructions :)
I'll be doing that part this morning.

bmos
August 10th, 2020, 02:52
Update 'Tuesday' is coming early for patrons this week (the new normal). I've been trying to find a good way to thank/reward patrons for their support and I think this is it.
Partreon post: https://www.patreon.com/posts/40287747
I'm looking forward to sharing it with you all in a couple of days!

bmos
August 11th, 2020, 12:10
It's Tuesday!! :D

Item Durability v2.0.0 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.0.0) is a nearly ground-up restructure and major re-write of the code. Unlike when I first created it, I now now everything this extension is going to do and could code it to take advantage of that. This fixes a bunch of potential issues and some known bugs, but could introduce some new ones. Keep me posted!

Disease Tracker v1.4.0 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v1.4.0) adds the ability to count successful saves, either total or consecutive and also fixes a bug that would roll more dice than Laura Bailey knocking over her dice bag.

Live Hitpoints v1.2.3 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.3) now parses player characters for the Toughness feat and fixes the same feature for NPCs.

Total Encumbrance v2.0.3 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v2.0.3) now includes a fix that should resolve custom items (not dragged in from the item database) not being counted in net worth until they have been un-identified and identified again, a recursive streffect node call error, and STR effects changing carrying capacity but not recalculating whether the character is encumbered.

Many of my extensions also have new overview videos listed on the Extension Homepages linked off each of their forum pages.

Svandal
August 13th, 2020, 16:48
I have an extension suggestion.
Customized dice.

Make a dx (d4, d8, etc) and you get to choose a value for each side.

Rogue sneak attack talent for example. Then you can make all sneak attack dice rolls of 1 count as 2.

Asgurgolas
August 13th, 2020, 17:24
There are a few extensions that allow you to roll dice for "roll xdy and discard the lowest", so I guess it'd be feasible to script one to "reroll 1's" or "if you roll max, reroll and keep adding as long as you roll max" (there's a TOB stance about this :°D)

bmos
August 13th, 2020, 18:56
I think MoreCore actually has that "reroll 1s" logic, so it's certainly doable to bring that sort of thing to PF/3.5E.
That being said, it's probably quite an endeavor to add that sort of functionality for only a few abilities that use that approach.

My list right now is quite long, but I will consider it in the future. (none of these are in any way promised but here is where my head is at):

Psychic duels (I'm playing a psychic now) EDIT: gave up on this one for now, seems to be fairly easily trackable from the actions tab
Invisibility (including to allies) which would also need see invisibility
Animal companions
A 'loaded' indicator for crossbows and firearms (to track whether the action has been used to reload)
Automatic rolling for variable onset, freq, durations in disease tracker
PF Crit and Fumble decks instead of just the 3.5E tables

Kelrugem
August 13th, 2020, 19:08
Invisibility (including to allies) which would also need see invisibility

What do you mean with this? :) (Invisibility exists as effect, and save versus tags allows codings for see invisibility :) (like only using NIFT: CUSTOM(see); invisible for invisibility effects, then all people with the effect "see" basically can see the invisibility and ignore it :) ))

Asgurgolas
August 13th, 2020, 19:13
What about something that makes tokens disappear from the map for all but the actor (and DM) with the "invisible" effect on? o.o (yes, talk about random)

bmos
August 13th, 2020, 20:29
What about something that makes tokens disappear from the map for all but the actor (and DM) with the "invisible" effect on? o.o (yes, talk about random)Exactly this! The plan is to first make it so that togging PC visibility doesn't make the PC invisible to their player. I haven't looked into it yet so it might be infeasible, but I think it would be great for avoiding metagaming.
Basically, when I see a player hit another player with AoE accidentally I will consider my plan a success ;)


What do you mean with this? :) (Invisibility exists as effect, and save versus tags allows codings for see invisibility :) (like only using NIFT: CUSTOM(see); invisible for invisibility effects, then all people with the effect "see" basically can see the invisibility and ignore it :) ))Great effect! Hadn't thought of that one. While it does make it easier, it doesn't fix the problem of everyone being able to see the token.
I might have been misunderstanding how the IFT stuff works, is it possible to use it like that? Would the NPC need to be targeting their attacker for the effect to be applied?

Kelrugem
August 13th, 2020, 22:15
Exactly this! The plan is to first make it so that togging PC visibility doesn't make the PC invisible to their player. I haven't looked into it yet so it might be infeasible, but I think it would be great for avoiding metagaming.
Basically, when I see a player hit another player with AoE accidentally I will consider my plan a success ;)

Great effect! Hadn't thought of that one. While it does make it easier, it doesn't fix the problem of everyone being able to see the token.
I might have been misunderstanding how the IFT stuff works, is it possible to use it like that? Would the NPC need to be targeting their attacker for the effect to be applied?

ah, you meant the token visibility :D

Yes, you can use the effect like this, I coded NIFT in such a way that the effect is always applied (also when having no target), except when you have a target with certain effects (like see in the example above) :) Therefore NIFT was not as straightforward to code as one thinks because I wanted that the effect also applies when having no target (I think this is the natural expected behaviour) such that I could not simply invert the IFT behaviour :D (the latter only would (maybe) apply the effect when having a target)

Svandal
August 14th, 2020, 05:18
I think MoreCore actually has that "reroll 1s" logic, so it's certainly doable to bring that sort of thing to PF/3.5E.
That being said, it's probably quite an endeavor to add that sort of functionality for only a few abilities that use that approach.

My list right now is quite long, but I will consider it in the future. (none of these are in any way promised but here is where my head is at):

Psychic duels (I'm playing a psychic now)
Invisibility (including to allies) which would also need see invisibility
Animal companions
A 'loaded' indicator for crossbows and firearms (to track whether the action has been used to reload)
Automatic rolling for variable onset, freq, durations in disease tracker
PF Crit and Fumble decks instead of just the 3.5E tables

I was hoping it would be a quick fix, like making a custom dice by calling or copy existion code. Where you could do an ugly quick fix like
Foreach (customdice1)
If (customdice1= 1)
Customdice1.value = customdice1.value + 1

But it might not be that easy.


Psychic duals would be fun, I also play as a psychic now (actually a tiny ratfolk psychic wich spends most of its time as a gaseous form since I can cast psychic spells as a gas cloud)

bmos
August 18th, 2020, 20:19
This week is a little slower on the features because I spend most of my time on copy/paste module creation.:
https://www.patreon.com/posts/update-tuesday-40481974

mozmonar
August 18th, 2020, 23:26
This week is a little slower on the features because I spend most of my time on copy/paste module creation.


Item Durability v2.0.1 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.0.1) now reduces the item's value/cost while items are damaged, clearly tags broken items, penalizes shields as both armor AND a weapon (for shield bashing when using Advanced Character Inventory Manager extension), blacklists positive/negative energy as permissible damage types against objects, and fixes two bugs.
Disease Tracker v1.5.0 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v1.5.0) is the much-requested 'library expansion' which makes the process of adding diseases and poisons to characters much simpler. It also adds a toggle between auto rolling or prompting for a roll in chat (for players that like to click their own buttons).
That module creation I mentioned was creating this: v1.0.0 of Maladies Library (https://github.com/bmos/FG-PFRPG-Maladies-Library/releases), a collection of pre-entered poisons and diseases.
Live Hitpoints v1.2.4 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.4) adds the correct toughness behavior for 3.5E (previous version used Pathfinder rules) and adjusts the UI a little by re-sizing the 'ability stat used' field.
Total Encumbrance v2.0.4 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance) is a bug-fix for a "recursive node event error".
I also spent time updating a conversion of the PFRPG Critical Hit and Fumble decks module to improve the experience, but am waiting to see if the original author responds before I post it.


Maladies Library link is 404 for me

bmos
August 19th, 2020, 01:06
Maladies Library link is 404 for me

oops! still had that one set to private. try it now.

Svandal
August 23rd, 2020, 14:08
Yes, they also have an actions tab which is very similar to the PC one :) The wiki is a bit misleading about that, in other rulesets (especially 5e) the [] tags only works for PCs because only there is an actions tab. NPCs do normally not have something like this. But 3.5e/PF1 has the exceptional NPC sheet with an actions tab! :D And so, we can do some more advanced stuff :) (but 3.5e/PF1 has the disadvantage that its NPC sheets have no native spell parser as in 5e. But I prefer an actions tab as in PC sheets rather than messing with using the correct syntax of sentences to make my NPC spells work. Especially because you can simply drag&drop spells into the actions tabs, also of NPCs)

I have tested this, and pc only things like lvl, bab, str, etc only works if you apply the effects from the specific npc.

When summoning monster you want to apply the effect from the pc sheet (since there is no automation if you have to edit in the effect in the npc sheet before using it)


Now if somebody could alter the summon natures ally and summon monster module with these effects that would be awsome. Or make the pc only effects like bab and lvl apply even if you apply them from a pc to a npc

Kelrugem
August 23rd, 2020, 14:12
I have tested this, and pc only things like lvl, bab, str, etc only works if you apply the effects from the specific npc.

When summoning monster you want to apply the effect from the pc sheet (since there is no automation if you have to edit in the effect in the npc sheet before using it)


Now if somebody could alter the summon natures ally and summon monster module with these effects that would be awsome. Or make the pc only effects like bab and lvl apply even if you apply them from a pc to a npc

ah, oki, yeah, the tags always use the caster's values, not the target's one :) Yeah, the summoned monster modules would need to be adjusted for example :)

bmos
August 25th, 2020, 13:09
Here's everything from this week:
https://www.patreon.com/posts/update-tuesday-8-40732129

I should also mention that the disease tracker rolls need a compatibility update to Kelrugem's Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects) extension or the roll results don't show up in chat (the dice do though).

Kelrugem
August 25th, 2020, 13:15
I should also mention that the disease tracker rolls need a compatibility update to Kelrugem's Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects) extension or the roll results don't show up in chat (the dice do though).

I make them compatible soon :D When I get a bit air with respect to my PhD :) (since I only need to update some small piece of code, I should be able to quickly add that soon :) )

bmos
August 25th, 2020, 13:19
No pressure, just warning everyone since the issue has been reported to me :)

dellanx
August 27th, 2020, 22:15
bmos - message sent with screenshots and NPC. ;)

bmos
September 1st, 2020, 01:50
Update Tuesday is slightly early this week because I am excited! (let's say this time it's GMT :D):
https://www.patreon.com/posts/update-tuesday-40926930

EDIT: If you are also using Kelrugem's extensions, make sure that they are up-to-date before using disease tracker (so that the rolls work properly).

Kelrugem
September 1st, 2020, 22:20
Hi :)

bmos, could you test this prototype extension to see whether it still triggers all your physical dice correctly? :) (thanks :) ) As described in my PMs I finally found out why I overwrote all your result handlers :) I added my fortification roll now in a better way without overwriting the existing table of actions, that should probably solve all these update problems :) (I tested it with the mirror image handler, where I had a similar problem, and there it works without the need that I add this resultHandler code :) )

Best,

Kelrugem

bmos
September 1st, 2020, 22:24
Hi :)

bmos, could you test this prototype extension to see whether it still triggers all your physical dice correctly? :) (thanks :) ) As described in my PMs I finally found out why I overwrote all your result handlers :) I added my fortification roll now in a better way without overwriting the existing table of actions, that should probably solve all these update problems :) (I tested it with the mirror image handler, where I had a similar problem, and there it works without the need that I add this resultHandler code :) )

Best,

KelrugemCongratulations! You figured it out!
Spell failure, disease saving throws, and auto-rolling for disease onset and duration all work with that enabled instead of my patched copy of FullOverlays.

Kelrugem
September 1st, 2020, 22:47
Congratulations! You figured it out!
Spell failure, disease saving throws, and auto-rolling for disease onset and duration all work with that enabled.

very good, thanks a lot :D

dellanx
September 2nd, 2020, 02:35
Update Tuesday is slightly early this week because I am excited! (let's say this time it's GMT :D)

This week brings two new releases:

Drain and Permanent Bonuses (https://www.fantasygrounds.com/forums/showthread.php?61371-PFRPG-Ability-Drain-and-Permanent-Bonuses) v1.0.0 (https://github.com/bmos/FG-PFRPG-Drain-and-Permanent-Bonuses/releases/tag/v1.0.0) provides a way to track ability drain and permanent ability bonuses.
Loaded Indicator (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Loaded-Indicator) v1.0.0 (https://github.com/bmos/FG-PFRPG-Loaded-Indicator/releases/tag/v1.0.0) is a simple extension to help track whether ranged weapons have been loaded.

As well as a few updates:

Spell Formatting v1.1.6 (https://github.com/bmos/FG-PFRPG-Spell-Formatting/releases/tag/v1.1.6) no longer shows spell links twice in spells viewed from the actions tab.
Live Hitpoints v1.2.5 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.5) contains two bugfixes and implements the MHP effect for NPCs.
Total Encumbrance v2.0.5 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v2.0.5) updates the main tab of the character to show the final speed (including all adjustments) rather than base speed. It also shows non-carried coins on the mini character sheet.
Extra Stat to Save v1.1.2 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v1.1.2) fixes effects bonuses not being added (during my testing). This may have been an extension incompatibility.
Disease Tracker v1.7.0 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v1.7.0) now auto-rolls variable duration+onset and auto-sets timer.
Maladies Library v1.1.0 (https://github.com/bmos/FG-PFRPG-Maladies-Library/releases/tag/v1.1.0) supports Disease Tracker v1.7.0


Thanks to my patrons for supporting the continuing development of my ever-growing list of extensions :)

EDIT: If you are also using Kelrugem's extensions, make sure that they are up-to-date before using disease tracker (so that the rolls work properly).

Awesome thank you!

bmos
September 8th, 2020, 04:26
I'm back with another round of updates.:
https://www.patreon.com/posts/41316007

dellanx
September 9th, 2020, 10:27
I'm back with another round of updates.:
https://www.patreon.com/posts/41316007

bmos Thank you very much!

Bretwulf
September 12th, 2020, 16:24
Keep up with the good work! Would be supporting you on patreon if the USD-BRL conversion was a little less cruel right now...
Developers like you and Kelrugem make me feel in a still alive and supported community!

bmos
September 12th, 2020, 17:40
Keep up with the good work! Would be supporting you on patreon if the USD-BRL conversion was a little less cruel right now...
Developers like you and Kelrugem make me feel in a still alive and supported community!Wow 5.3x is quite the exchange rate!
I'm glad my work is of use to you :)

bmos
September 15th, 2020, 02:45
Wow, that week flew by.
Can't believe it's already Tuesday again.

Total Encumbrance v2.0.7 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v2.0.7) improves parsing of item costs used for total inventory value calculation by taking the lowest value when an item's cost is entered as a range (formatted as 3gp/9gp or 3gp-9gp). It also ignores the weight of non-equipped items with the terms "holding", "efficient quiver", or "portable hole" in their location field.

Automatic Mood Lighting v1.0.0 (https://github.com/bmos/FG-PFRPG-Automatic-Mood-Lighting/releases/tag/v1.0.0) toggles day/night in the built-in 'mood lighting' feature at 6am and 8pm, respectively. There is also an option if you would rather the night mode use the 'campfire' preset. As Unity doesn't have mood lighting, it's not compatible with Unity.

Asgurgolas
September 16th, 2020, 00:49
I just love the thing you did with the holes :°D (I'm referring to the portable hole/bag of holding not counting weight of what's inside... what did you think??)

bmos
September 16th, 2020, 11:40
I just love the thing you did with the holes :°D (I'm referring to the portable hole/bag of holding not counting weight of what's inside... what did you think??)ahaha
I'm glad you like it. I forgot to add "handy haversack" though so I'll add that in next time :)

Asgurgolas
September 16th, 2020, 18:26
I forgot to add "handy haversack" though so I'll add that in next time :)

For the time being I just use "Handy haversack (holding)" and leave it at that :P

bmos
September 22nd, 2020, 01:30
It's Tuesday!
https://www.patreon.com/posts/41744906

bmos
September 29th, 2020, 11:59
This Tuesday should brings two big updates (finally!) and a couple little ones.
Barring any bugs that snuck through my best attempts at testing, this week I plan to focus on the task of data entry for more diseases and poisons (and now infestations) from various monsters (thanks to Sudain on FG forum for getting the data together for me to convert into a module update).

Total Encumbrance v3.0.0 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v3.0.0) which completely revises the coin tracking and bag of holding support (it's everything I ever wanted from bag of holding support!).
Disease Tracker v2.0.0 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v2.0.0) (FG Unity only) adds support for maladies tracked in rounds. These were already included in Maladies Library, but now the saves can be rolled automatically when the combat tracker rounds are iterated.
Automatic Mood Lighting v1.0.2 (https://github.com/bmos/FG-PFRPG-Automatic-Mood-Lighting/releases/tag/v1.0.2) (FG Classic only) makes the mood lighting change on loading the campaign (since it resets to default when the program is closed).
Drain and Permanent Bonuses v1.0.2 (https://github.com/bmos/FG-PFRPG-Drain-and-Permanent-Bonuses/releases/tag/v1.0.2) fixes some UI weirdness with the official Pathfinder theme and some behind the scenes stuff.

bmos
October 1st, 2020, 12:23
I'm throwing out the release schedule since there isn't a Patreon exclusivity window anymore as I have not heard back from SmiteWorks regarding permission to accept donations. That being said, I'm going to avoid excessive posts by publishing most updates in this one thread (with only major updates in the individual threads).

Alcohols of Golarion v1.0.2 (https://github.com/bmos/FG-PFRPG-Alcohols-of-Golarion/releases/tag/v1.0.2) - Unity 'invalid character' fixes for copyright notices regarding Plunder & Peril.
Live Hitpoints from Constitution v1.3.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.3.2) - Fix for negative levels. These were being treated literally (penalty was CON mod * NLVL) but now do the appropriate -5HP per NLVL.
Drain and Permanent Bonuses v1.0.3 (https://github.com/bmos/FG-PFRPG-Drain-and-Permanent-Bonuses/releases/tag/v1.0.3) - Add "untyped" bonus type to make it more clear how to handle those (previously it could be left blank for this effect).
Total Encumbrance v3.0.1 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v3.0.1) Fixes a recursion issue that had to do with how I had implemented metric weight support. Metric weight still works and no longer makes the extension stop calculating coin weight under some circumstances.
Disease Tracker v2.1.0 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v2.1.0) - Added DC notifier feature to warn about maladies with a variable DC. This also includes a FG Classic re-implementation, but it depends on changes to ClockAdjuster that are not publicly available.
Maladies Library v1.2.0 (https://github.com/bmos/FG-PFRPG-Maladies-Library/releases/tag/v1.2.0) - More entries and configured the relevant entries to leverage new DC notifier support.

bmos
October 2nd, 2020, 16:55
Disease Tracker v2.1.1 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v2.1.1) gets a nice user-interface improvement for those who are using the new Unity light/dark themes.
As described here (https://www.fantasygrounds.com/forums/showthread.php?62418-Matching-Sidebar-Icon-to-Multiple-Themes), I have found how to support multiple themes in a single extension file! :D
I now have sidebar icons included to match the CoreRPG, FG Light, and FG Dark themes. If anyone has the artistic ability to make a 'goblins' Maladies icon that matches the Official Pathfinder theme, that would be so awesome!

I am posting this here rather than the Disease Tracker post as the main focus of this update is to create a 'library'/resource for other developers who want to support multiple themes in a single ext file (https://www.fantasygrounds.com/forums/showthread.php?62418-Matching-Sidebar-Icon-to-Multiple-Themes).

EDIT (crosspost from Disease Tracker thread):
Support for FG Classic is back!!

FG Classic support is back under 'beta status' (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v2.1.2), as of today's v2.1.2 update (which is mostly an excuse to post it along with the custom version of ClockAdjusterPFRPG)

It also adds support for more themes (Simple Brown, Simple Gray, and Simple Dark (https://www.fantasygrounds.com/forums/showthread.php?43389-Simple-Dark-Theme)) :)

EDIT 2:
Planning to add translations via LanguagePak:
If you are interested in helping me translate these extensions into other languages, please get in touch.
I only speak English (although I am slowly learning French and might attempt that myself/with a friend's help if nobody reaches out regarding that).

Sudain
October 6th, 2020, 01:20
Thank you for your hard work! You are making some awesome solutions to common problems! :D

bmos
October 6th, 2020, 01:26
Thank you for your hard work! You are making some awesome solutions to common problems! :DYou're most welcome, thanks for the encouragement :)
I've been a bit distracted lately, but hope to get more of those creature diseases/poisons added soon!

dellanx
October 6th, 2020, 12:43
You're most welcome, thanks for the encouragement :)
I've been a bit distracted lately, but hope to get more of those creature diseases/poisons added soon!

I was playing with the disease tracker extension over the weekend, just love the poisons and disease in the Melodies module, drag and drop and wait. The genius of of the Onset Time! I happen to pick a disease without a cure, without magic eventually it would hurt. Very cool, thank you bmos!

bmos
October 6th, 2020, 12:49
I was playing with the disease tracker extension over the weekend, just love the poisons and disease in the Melodies module, drag and drop and wait. The genius of of the Onset Time! I happen to pick a disease without a cure, without magic eventually it would hurt. Very cool, thank you bmos!Before making that extension, I was house-ruling no onset durations because I am nearly always incapable of remembering that sort of thing in-game (even when I write myself notes). I'm glad it's working for you :)

dellanx
October 6th, 2020, 13:58
Before making that extension, I was house-ruling no onset durations because I am nearly always incapable of remembering that sort of thing in-game (even when I write myself notes). I'm glad it's working for you :)

Haha that reminds me, after the last brutal combat session, the Cleric in my group got the wand out and started casting restoration spells on herself because of all the numbers on the right side of the stat block on the PC Character sheet. I never laughed so hard. I am like "That is not damage on your character but your Permanent Bonuses!" There were some negative levels, hehe. ;)

bmos
October 6th, 2020, 14:28
Haha that reminds me, after the last brutal combat session, the Cleric in my group got the wand out and started casting restoration spells on herself because of all the numbers on the right side of the stat block on the PC Character sheet. I never laughed so hard. I am like "That is not damage on your character but your Permanent Bonuses!" There were some negative levels, hehe. ;)

Ha! That is entertaining.
Yes, the ability section is rather complex so at first glance I could see how that might happen. It might make sense to swap perms and dmg, but then those who got used to the current format would have the same problem!
When I add extensions I have started briefing my players on them before the next session because they get used to the standard way :)

bmos
October 12th, 2020, 01:35
I released a big update to Extra Stat to Saves v2.1 (https://www.fantasygrounds.com/forums/showthread.php?60436-PFRPG-Extra-Stat-to-Saves&p=548743&viewfull=1#post548743) today and have just posted smaller fix for Drain and Permanent Bonuses v1.1 (https://github.com/bmos/FG-PFRPG-Drain-and-Permanent-Bonuses/releases/tag/v1.1) to improve compatibility.

bmos
October 13th, 2020, 15:58
Today I have a couple more:
Disease Tracker v2.2 and the associated copy of ClockAdjuster get their own post with details here (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension&p=548958&viewfull=1#post548958) featuring sweet new art by Zygmunt Molotch.
Total Encumbrance v3.1 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v3.1) gets an update to better handle Fighter's Armor Training class feature. Armor speed reduction is now negated appropriately and higher tiers of Armor Training are removed if "Advanced armor training" is found in the class features list.
CoreRPG OpenDyslexic Font v1.1 (https://www.fantasygrounds.com/forums/showthread.php?62617-CoreRPG-OpenDyslexic2-Font-Extension) gets a few font size tweaks and improves compatibility with 3.5E and Pathfinder (3.5E adds two font definitions).

Zygmunt Molotch
October 14th, 2020, 06:04
wohoo!

40218
40219

neat!

wonder if there's a way to implement the _alternative_ poisons & disease tracks too , though switching between two would be cumbersome..

bmos
October 14th, 2020, 12:36
wonder if there's a way to implement the _alternative_ poisons & disease tracks too , though switching between two would be cumbersome..Certainly, and probably in a more automation friendly way.
I have considered it back when I was first making Disease Tracker, but wasn't sure how many people use those alternate rules.

I started working on long-term effect expiration yesterday (effects that auto-expire after 10s of minutes, hours, or days rather than just rounds).
I'm still wandering around the spell+effects code feeling a little lost, but I am pretty optimistic that I can implement this simply (using my disease tracker approach as a model).

Zygmunt Molotch
October 15th, 2020, 05:32
Certainly, and probably in a more automation friendly way.
I have considered it back when I was first making Disease Tracker, but wasn't sure how many people use those alternate rules.


yeah, not sure many do, and obviously I'm using this ruleset like you are at the moment, I just keep casting my eye over it.... maybe for the next campaign




I started working on long-term effect expiration yesterday (effects that auto-expire after 10s of minutes, hours, or days rather than just rounds).
I'm still wandering around the spell+effects code feeling a little lost, but I am pretty optimistic that I can implement this simply (using my disease tracker approach as a model).

that sounds great

I've been meaning to play with the DiseaseTracker, to make one for drugs/pharmaceuticals, seems a straight copy at last for drugs :)

There also has to be a way of correctly labelling oils vs potions when generating a potion (I was thinking about your idea of a potion generator)

bmos
October 15th, 2020, 12:10
I've been meaning to play with the DiseaseTracker, to make one for drugs/pharmaceuticals, seems a straight copy at last for drugs :)Just put "drug" as the type and it should work. It should auto-add support for a new IFTAG, too. From my understanding of PF drugs I think freq should always be 0 also.


There also has to be a way of correctly labelling oils vs potions when generating a potion (I was thinking about your idea of a potion generator)Only with a list of every spell and whether it's for objects or people, unfortunately. Some of it could be guessed by parsing a spell's target field for object (but not everything is like this).

orien45
October 21st, 2020, 18:52
I do not see a .mod file for the Critical Hit/Fumble decks, just a couple of .xml files. (BTW, thank you so much for all these great extensions)

bmos
October 21st, 2020, 19:03
I do not see a .mod file for the Critical Hit/Fumble decks, just a couple of .xml files. (BTW, thank you so much for all these great extensions)
You have to click Releases on the right to download that. You're welcome :)

orien45
October 21st, 2020, 20:15
Thank you! ...for all the things!

darrenan
October 27th, 2020, 16:27
Your Drain and Permanent Bonuses and Live Hit Points extensions no longer play well together. With just those two extensions loaded, adding a permanent bonus no longer adjusts the ability score. With just the Drain and Permanent Bonuses extension loaded it works as expected.

Screen shots attached showing loaded extensions, before making a change, and after making a change. You can see that the charisma score does not change after increasing the permanent bonus.

40534

40535

40536

bmos
October 27th, 2020, 17:18
Your Drain and Permanent Bonuses and Live Hit Points extensions no longer play well together. With just those two extensions loaded, adding a permanent bonus no longer adjusts the ability score. With just the Drain and Permanent Bonuses extension loaded it works as expected.

Screen shots attached showing loaded extensions, before making a change, and after making a change. You can see that the charisma score does not change after increasing the permanent bonus.

40534

40535

40536Yes, see the first post on the Live Hitpoints thread (https://fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension&p=522156&viewfull=1#post522156) (I probably should have posted here also).

I made this combined ext file, but feedback from a beta tester seemed to say it wasn't working (messages were not clear enough to know this 100%).
I have attached it here if you want to try it out yourself.

You can also just go back to v1.0.3 of Drain and Permanent Bonuses but then Extra Stat to Saves doesn't work right (and possibly some part of Live Hitpoints, perhaps).

darrenan
October 28th, 2020, 19:57
Thanks. I'm not using Extra Stat to Saves so I'll give this combined extension a whirl.

bmos
November 6th, 2020, 02:52
I have looked through the changes in 3.3.12 and don't see anything that I need to incorporate into my extensions.
As such, they should tentatively be ready for 3.3.12.
If you run into issues, let me know!

bmos
November 8th, 2020, 21:18
Two updates posted today:
Spell Formatting v1.2 (https://www.fantasygrounds.com/forums/showthread.php?60120-PFRPG-Spell-Description-Formatting&p=554716&viewfull=1#post554716)
Spell Failure v1.1 (https://www.fantasygrounds.com/forums/showthread.php?60471-PFRPG-Spell-Failure-Extension&p=554759&viewfull=1#post554759)

bmos
November 11th, 2020, 19:19
Have posted my adaptation of the original Clock Adjuster (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster)extension!
To avoid confusion, my version is called Time Manager (https://www.fantasygrounds.com/forums/showthread.php?63546-PFRPG-Time-Manager).

Also have posted Spell Failure v1.2 (https://www.fantasygrounds.com/forums/showthread.php?60471-PFRPG-Spell-Failure-Extension&p=555102&viewfull=1#post555102) to handle verbal spell failure when under the silence spell!

And a few more drinks added to Alcohols of Golarion v1.1 (https://www.fantasygrounds.com/forums/showthread.php?60914-Alcohols-of-Golarion)

bmos
November 14th, 2020, 00:18
New extension PFRPG Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) automatically replaces npc spell effects with those from PFRPG - Spellbook.
Spell Failure v1.3 (https://www.fantasygrounds.com/forums/showthread.php?60471-PFRPG-Spell-Failure-Extension&p=556277&viewfull=1#post556277) adds reminders for concentration checks when characters cast spells while grappled, pinned, or entangled.
Spell Formatting v1.3 (https://github.com/bmos/FG-PFRPG-Spell-Formatting/releases/tag/v1.3) improves the experience for new users and NPCs by automatically upgrading descriptions to fully-formatted text.

EDIT: Live Hitpoints v1.4 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.4) posts messages to chat if "regeneration", "fast-healing", "fast healing", "planar", "profane", or "sacred" is found in NPC's HD field (as this is a common error with module conversion process).

bmos
November 15th, 2020, 03:12
Time Manager v1.1 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.1) has an important fix that would lead to the deletion of permanent effects (those with 0 duration).
Malady Tracker v2.3 (https://github.com/bmos/FG-PFRPG-Disease-Tracker/releases/tag/v2.3) reduces excessive messages such as "player is due to roll 0 saves against a poison."
EDIT: 2020-11-15 I have also posted new demonstration videos for Upgrade NPC Actions (https://youtu.be/13GcMh8nL3Y)and Spell Failure (https://youtu.be/tJBJrKLXh0s).

bmos
November 27th, 2020, 10:53
I hope all of you here in the US had a good Thanksgiving.
I posted yesterday Total Encumbrance v3.5-beta.2 (https://www.fantasygrounds.com/forums/showthread.php?58641-PFRPG-Total-Encumbrance-Extension&p=559960&viewfull=1#post559960) which has features for tracking contents of a container by volume (in addition to the weight that was previously supported).
I also posted Time Manger v1.5 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.5) that works much better with the Pathfinder Official Theme.

bmos
November 29th, 2020, 02:40
Total Encumbrance v3.4-beta.4 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v3.4-beta.4) has script error bugfixes.
Time Manger v1.6 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.6) has a couple of nil value script error bugfixes when advancing time or when opening reminders list.
Ammunition Manager v1.6 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.6) fixes a script error when NPCs miss.
Upgrade NPC Actions v1.2 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.2) adds tooltips to the conditions list showing what automated effects will be applied by each condition.

EDIT: December 1st: released Total Encumbrance v3.4 (https://github.com/bmos/FG-PFRPG-TotalEncumbrance/releases/tag/v3.4) and Item Durability v2.2 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.2)

Svandal
December 4th, 2020, 21:34
Suggestion for extension. Thank you again for your contribution bmos. I love your constitution to HP extension, and also use your extra ability score to saves

When doing combat maneuvers like bull rush we want to know how much we beat the creatures cmd not only if we beat it. Like bull rush we push the creature back 5 ft +5 ft for each 5 we beat the dc/cmd

So either an extension that tells us how much we beat it with or an extension that subtracts 5 to our cmb roll until we fail vs cmd.


And finally, if there is a way to roll intimidate, feint and acrobatics. I know that kelrugem has rolling these checks as part of his to do list in his extension (and it will be awsome when it is done) but I meantion it here because it would help our group at least ��

bmos
December 4th, 2020, 23:17
When doing combat maneuvers like bull rush we want to know how much we beat the creatures cmd not only if we beat it. Like bull rush we push the creature back 5 ft +5 ft for each 5 we beat the dc/cmd
So either an extension that tells us how much we beat it with or an extension that subtracts 5 to our cmb roll until we fail vs cmd.Great idea! I am already modifying the required function in Ammuntion Manager (which depends on Kel's extension) so I have added the extra attack messaging to Ammunition Manger v1.7 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.7) :)

And finally, if there is a way to roll intimidate, feint and acrobatics. I know that kelrugem has rolling these checks as part of his to do list in his extension (and it will be awsome when it is done) but I meantion it here because it would help our group at least ��Considering the effort Kelrugem has put into the skill check system, I'll wait on that being done (I agree it should be very cool).

Sudain
December 5th, 2020, 00:44
Nice!

Shameless suggestion of my own (as the maladies library looks at me with it's eyebrow ****ed): a small extension that allows for automatic re-rolling of miss chance for players that have the blind-fight feats.

Asgurgolas
December 5th, 2020, 02:25
Great idea! I am already modifying the required function in Ammuntion Manager (which depends on Kel's extension) so I have added the extra attack messaging to Ammunition Manger v1.7 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.7) :).

Any ways to make it toggle-able from settings? (I don't want players to be able to easily calculate AC of their enemies from the first attack when they read by how much they missed or hit)-


Instead (just to add nasty calculations) what about knowing WHAT stopped your attack? At times, can be useful (for RP or various calculations) to know why exactly an attack missed its target. I usually check (well, only when needed) the AC bonuses of the target and go down in the order of Dodge -> sacred/profane -> shield -> circumstance -> deflection -> armor -> natural armor -> luck, so when a monster has say, +3 AC from dexterity (dodge), a +2 dodge bonus to AC; +1 from a small shield, +4 from a chain shirt and 2 points of natural armor (total AC: 22) and an attack goes on 17, if asked (or if necessary) i know the attack was stopped by the actual chain shirt (while a 21 would stop against its natural armor, a 12 would just have been totally dodged, and a 15 would strike the shield)

Zygmunt Molotch
December 5th, 2020, 05:47
Any ways to make it toggle-able from settings? (I don't want players to be able to easily calculate AC of their enemies from the first attack when they read by how much they missed or hit)-


Instead (just to add nasty calculations) what about knowing WHAT stopped your attack? At times, can be useful (for RP or various calculations) to know why exactly an attack missed its target. I usually check (well, only when needed) the AC bonuses of the target and go down in the order of Dodge -> sacred/profane -> shield -> circumstance -> deflection -> armor -> natural armor -> luck, so when a monster has say, +3 AC from dexterity (dodge), a +2 dodge bonus to AC; +1 from a small shield, +4 from a chain shirt and 2 points of natural armor (total AC: 22) and an attack goes on 17, if asked (or if necessary) i know the attack was stopped by the actual chain shirt (while a 21 would stop against its natural armor, a 12 would just have been totally dodged, and a 15 would strike the shield)

there is no order of AC bonuses in PF1e, there was in 3.5..., afaik, but not PF1e

so that would be GM dependant

https://paizo.com/threads/rzs2la8j?In-What-Order-Do-AC-Bonuses-Apply

bmos
December 5th, 2020, 11:38
Any ways to make it toggle-able from settings? (I don't want players to be able to easily calculate AC of their enemies from the first attack when they read by how much they missed or hit)-I think it should already do what you want in that regard. I added the new messaging to the attack success/failure message, not to the (player-visible) roll. This means it is GM-only by default.

Asgurgolas
December 5th, 2020, 16:07
Then it's AWESOME :°D


edit: nope, it also shows player side :/

Asgurgolas
December 5th, 2020, 16:17
there is no order of AC bonuses in PF1e, there was in 3.5..., afaik, but not PF1e

so that would be GM dependant

https://paizo.com/threads/rzs2la8j?In-What-Order-Do-AC-Bonuses-Apply

well I actually play 3.5, so (extensions from 3.5 and pf1 are actually compatible to each other)... XD but it's fine, I'll just keep doing as I did so far :D

bmos
December 5th, 2020, 16:22
Then it's AWESOME :°D


edit: nope, it also shows player side :/It's dependent on how you have your options set up.
"Show Results to Client" = OFF should hide this from players.

Asgurgolas
December 5th, 2020, 16:42
disabling "show results to client" confuses everyone since there's no clear "hit/miss" answer to their attacks (and since I have 30.000 panels open at the same time, I often can't promptly check the chat results when they attack because I have to move away wads of panels, so it's more useful to me for them to see if they hit/miss as they can just roll whatever they need to roll without waiting for me to confirm things)

bmos
December 5th, 2020, 17:46
disabling "show results to client" confuses everyone since there's no clear "hit/miss" answer to their attacks (and since I have 30.000 panels open at the same time, I often can't promptly check the chat results when they attack because I have to move away wads of panels, so it's more useful to me for them to see if they hit/miss as they can just roll whatever they need to roll without waiting for me to confirm things)How about (as examples):
[EXCEEDED BY 18] becomes [EXCEEDED by 15+]
[EXCEEDED BY 13] becomes [EXCEEDED by 10+]
[EXCEEDED BY 5] becomes [EXCEEDED by 5+]
[EXCEEDED BY 8] becomes [EXCEEDED by 5+]

This way it only reveals how many increments of 5 it results in.

Asgurgolas
December 5th, 2020, 17:53
mhmh.. that might be better (For me)... it still pretty much indicates how much they hit for (but less "mathematically accurate") and helps toward the calculations for some maneuvers from Tome of Battle

bmos
December 5th, 2020, 18:02
mhmh.. that might be better (For me)... it still pretty much indicates how much they hit for (but less "mathematically accurate") and helps toward the calculations for some maneuvers from Tome of Battle

An extension that subtracts 5 to our cmb roll until we fail vs cmd
Ammunition Manager v1.8 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.8)

Svandal
December 5th, 2020, 19:28
Ammunition Manager v1.8 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.8)

Nice, thank you for that. Will make combat maneuver characters much easier

bmos
December 5th, 2020, 19:37
Nice!
Shameless suggestion of my own (as the maladies library looks at me with it's eyebrow ****ed): a small extension that allows for automatic re-rolling of miss chance for players that have the blind-fight feats.
This is another great addition. I'll see about implementation soon.

Asgurgolas
December 5th, 2020, 22:18
Ammunition Manager v1.8 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.8)

awesome <3

Kelrugem
December 6th, 2020, 06:08
Considering the effort Kelrugem has put into the skill check system, I'll wait on that being done (I agree it should be very cool).

Ah, it is completely okay when someone else (like you :D) wants to look into that :) It is not like that it is nearly done, I needed to early stop working on it because of my thesis :) In some sense it is "straightforward" to do (but tedious), basically a "rough copy" of the save button, but for skills :) For NPCs one needs to be a bit careful since only their skills with actual ranks or other bonusses are listed; and one can add custom skills, which is why it cannot be a dropdown list for skills (which would be also very bloated :D), rather a field like the tags line where one writes the skill name into it :) (maybe even allowing/forcing a different ability for the skill when writing e.g. "Ride (Wis)" etc)

Aramis Dante
December 7th, 2020, 19:58
Hi Bmos, love your work! I wanted to inform you that your ammo manager has a misprinted title in the downloads site it says blind site extenstion. thanks again for all you do.

Aramis Dante
December 7th, 2020, 20:04
I do have one suggestion for an extenstion. A store generator. So that stores don't always have the same items or as many items. Example your not going to have Sam's Club in a small Thorp but you might have a dollar store with some items. Also let the players interact with store without the GM having to bother keeping track of money. Just an idea.

Asgurgolas
December 7th, 2020, 20:35
There was such an extension, but it has been discontinued and I'm not sure if it's still around... a DOE something...

Kelrugem
December 7th, 2020, 20:39
Mattekure has a shop extension :) and there are several shop generators here and in general in the internet which one could utilize :) (okay, one needs to do a bit more manual work, but at least a start :) A customized generator would be nice where you can add items to the list of the generator, but one needs to think about a good concept of that (using random tables etc.)

bmos
December 7th, 2020, 20:40
Hi Bmos, love your work! I wanted to inform you that your ammo manager has a misprinted title in the downloads site it says blind site extenstion. thanks again for all you do.So glad you like them :)
Can you be more specific about where the typo is? I'm looking through the page there, but am not seeing the typo.

I do have one suggestion for an extenstion. A store generator. So that stores don't always have the same items or as many items. Example your not going to have Sam's Club in a small Thorp but you might have a dollar store with some items. Also let the players interact with store without the GM having to bother keeping track of money. Just an idea.I assume this is in reference to the shops extension (https://www.fantasygrounds.com/forums/showthread.php?59581-Shops)? I know Zygmunt Molotch also uses this but I haven't ever tried it. Unfortunately as it's a paid extension, my ability to build off of it might be limited (I'm not sure how that works with FG licensing stuff).

Kelrugem
December 7th, 2020, 20:48
So glad you like them :)
Can you be more specific about where the typo is? I'm looking through the page there, but am not seeing the typo.
I assume this is in reference to the shops extension (https://www.fantasygrounds.com/forums/showthread.php?59581-Shops)? I know Zygmunt Molotch also uses this but I haven't ever tried it. Unfortunately as it's a paid extension, my ability to build off of it might be limited (I'm not sure how that works with FG licensing stuff).

Yeah, the other problem is that DMSguild basically owns the code in some sense when you publish it there, so, difficult. But recently it turned out that it was basically never really allowed to upload extensions there, WotC only wants modules there, while extensions are changes of FG not of 5e directly. (WotC didn't know what extensions are and that they're there, so, that was ignored all the time) This is why we may now get an own page by FG for such things :) Then such matters are clearer probably :)

Aramis Dante
December 8th, 2020, 05:53
Hi Bmos, I tried to download a PNG image but for some reason I cant find where it downloaded to when I uploaded the file here. The best I could do was give you the URL I found the error on. Its in big blue letters near top center of page. Sincerely Aramis


https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases

Zygmunt Molotch
December 8th, 2020, 06:51
The paid for shop extension, is... ok, though not really thought out, by default visible interaction mark-up is visible (though one can edit it to hide that...), no taking into account sub currencies for change (it only works on GP) and a few other niggling issues, ie: it should be able to operate in reverse, but it doesn't delete the items on the charsheet when doing so... I believe it can be made to... there was something with unidentified items that bugged me, but I can't remember... (in my dream shop extension, unidentified items, shouldn't be well priced...)

as a framework it's a great jumping poing shouldn't be too hard, to make it do all that I whine about though ... only issue is licensing... and eh, not my domain to say whether one can edit an extension like that or not... (someone else needs to say)


back to topic:
Bmos, in your edit of the ACIM, you have the property fragile marked as Fagile, is that intentional, or may that come to bite for a typo later? (I know you're not 'supporting' it, ;) ) just thought I'd point it out... but maybe ti's for a reason...

bmos
December 8th, 2020, 12:17
in your edit of the ACIM, you have the property fragile marked as Fagile, is that intentional, or may that come to bite for a typo later? (I know you're not 'supporting' it, ;) ) just thought I'd point it out... but maybe ti's for a reason...Thanks. Not a big issue as fragile weapons aren't automated (yet (https://github.com/bmos/FG-PFRPG-Item-Durability/issues/1)), but I'll fix it.
Where are you seeing that in FG? I'm just seeing the name of the variables in the code (is that what you mean?).

Zygmunt Molotch
December 8th, 2020, 14:19
yeah in the code :)

bmos
December 9th, 2020, 18:23
Built out some more disease/npc automation today.
When using Malady Tracker v2.4 (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension) and Upgrade NPC Actions v1.3 (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) along with Maladies Library v1.3 (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension), some NPCs will now have their maladies added to their NPC notes/other tab.
This will happen when NPCs are added to the combat tracker via an encounter.

Steve Flammang
December 27th, 2020, 09:59
Hi, just wanna thank you for all the awesome PF1 extensions you made, please keep on doing them! They are making Gm live so much easier and also adds those little spicy things to make a game easy and funny. Great Job! MERRY CHRISTMAS AND A HAPPY NEW YEAR!

bmos
December 27th, 2020, 12:03
Hi, just wanna thank you for all the awesome PF1 extensions you made, please keep on doing them! They are making Gm live so much easier and also adds those little spicy things to make a game easy and funny. Great Job! MERRY CHRISTMAS AND A HAPPY NEW YEAR!Thanks Steve :) I'm hoping to make a scroll/wand/oil generator next (sometime soon hopefully!).

schwai
December 29th, 2020, 02:24
Thanks Steve :) I'm hoping to make a scroll/wand/oil generator next (sometime soon hopefully!).

Instead of adding a generator, I built a master table and sub-tables to do the same. Ultimate Equipment has tables in the back for scroll, oil and wand generators with common and uncommon varieties of each. I even linked them to the items in the book. If you want to create higher level versions of any, they would need to be created.

Thank you for all of your extensions, they have added to the game immensely.

bmos
December 29th, 2020, 13:18
Instead of adding a generator, I built a master table and sub-tables to do the same. Ultimate Equipment has tables in the back for scroll, oil and wand generators with common and uncommon varieties of each. I even linked them to the items in the book. If you want to create higher level versions of any, they would need to be created.

Thank you for all of your extensions, they have added to the game immensely.I just hate filling out magic auras, costs, etc xD

bmos
February 5th, 2021, 12:31
So the big update that is coming is going to break a bunch of my extensions.
What is everyone most interested in having fixed first?
Vote here (please be respectful and only vote once) (https://docs.google.com/forms/d/e/1FAIpQLSe1dC6HRijH7rgWSuG2HA5wUe3OzW5zD_EgJLze_8Q-QEUxKA/viewform?usp=sf_link).

Asgurgolas
February 5th, 2021, 19:50
So the big update that is coming is going to break a bunch of my extensions.
What is everyone most interested in having fixed first?
Vote here (please be respectful and only vote once) (https://docs.google.com/forms/d/e/1FAIpQLSe1dC6HRijH7rgWSuG2HA5wUe3OzW5zD_EgJLze_8Q-QEUxKA/viewform?usp=sf_link).


Voted :D (though as I already stated elsewhere I personally won't update anything anymore 'till all extensions, yours and kelrugem's, will be operative :D)

dellanx
February 6th, 2021, 22:34
So the big update that is coming is going to break a bunch of my extensions.
What is everyone most interested in having fixed first?
Vote here (please be respectful and only vote once) (https://docs.google.com/forms/d/e/1FAIpQLSe1dC6HRijH7rgWSuG2HA5wUe3OzW5zD_EgJLze_8Q-QEUxKA/viewform?usp=sf_link).

Very cool, Voted! Thank you!

Zygmunt Molotch
February 8th, 2021, 04:04
interesting, what is it going to break?

and can we twist your arm to update them all :D

bmos
February 8th, 2021, 12:57
interesting, what is it going to break?

and can we twist your arm to update them all :DI'm hoping to get more done today. I will be getting to them all (or at least I plan to); this is just a way of deciding which I should concentrate on first.

The poll is now closed. Thanks all!
https://i.imgur.com/MfUjgZj.png

I plan to have Live Hitpoints and Spell Formatting ready for release and hopefully Time Manager as well (that may take longer since I didn't write most of it). Possibly Total Encumbrance also.
I really want to re-implement ability drain in a way that allows correct permanent/temporary bonus stacking, but depending what that looks like I may need to just focus on updating it for now.

bmos
February 14th, 2021, 12:07
I have updated the first post of each of my extension threads with compatibility information regarding Tuesday's upcoming update.
At this time, around half of my extensions appear to be compatible but have not had a thorough code check performed. The other half are certainly not.

Completed extensions:
Live Hitpoints v2.0 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/) is now released and has some visual/UI changes.
Upgrade NPC Actions v1.6 (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension&p=578529&viewfull=1#post578529) is compatible. It now also works for NPCs you add to the combat tracker via drag/drop, rather than just via encounters.
Spell Formatting v1.4 (https://www.fantasygrounds.com/forums/showthread.php?60120-PFRPG-Spell-Description-Formatting&p=578554&viewfull=1#post578554) is compatible. It also should work better now regarding upgrading spells for new users.

dllewell
February 16th, 2021, 00:58
I have updated the first post of each of my extension threads with compatibility information regarding Tuesday's upcoming update.
At this time, around half of my extensions appear to be compatible but have not had a thorough code check performed. The other half are certainly not.
Live Hitpoints v2.0 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.0) is now released, but should not be used until Tuesday the 16th unless you're on the Test channel.
Upgrade NPC Actions v1.6 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.6) is compatible and should also work with current version. It also works for NPCs you add to the combat tracker via drag/drop, rather than just via encounters.
Spell Formatting v1.4 (https://github.com/bmos/FG-PFRPG-Spell-Formatting/releases/tag/v1.4) is compatible and also works with current version. It also works better regarding upgrading spells for new users.

Awesome job bmos ... as always. Thank you for getting these all ready for the update.

dllewell
February 17th, 2021, 15:19
I have updated the first post of each of my extension threads with compatibility information regarding Tuesday's upcoming update.
At this time, around half of my extensions appear to be compatible but have not had a thorough code check performed. The other half are certainly not.
Live Hitpoints v2.0 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.0) is now released, but should not be used until Tuesday the 16th unless you're on the Test channel.
Upgrade NPC Actions v1.6 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.6) is compatible and should also work with current version. It now also works for NPCs you add to the combat tracker via drag/drop, rather than just via encounters.
Spell Formatting v1.4 (https://github.com/bmos/FG-PFRPG-Spell-Formatting/releases/tag/v1.4) is compatible and also works with current version. It also should work better now regarding upgrading spells for new users.

I have tested the 3 extensions you indicated and all 3 look to be working correctly.

I have also tested the 'Ability Drain and Permanent Bonuses' extension and it appears to be working correctly.

bmos
February 17th, 2021, 16:45
I have released a couple slight changes to the OpenDyslexic font package (https://www.fantasygrounds.com/forums/showthread.php?62617-CoreRPG-OpenDyslexic2-Font-Extension-Unity) and also a version that works better with dark themes.


I have tested the 3 extensions you indicated and all 3 look to be working correctly.

I have also tested the 'Ability Drain and Permanent Bonuses' extension and it appears to be working correctly.Thank you! I just looked at the code for Ability Drain and Permanent Bonuses and it looks like you're right.
At some point I want to find a way to re-implement it as an effect (like CON: 2 enhancement,permanent) which should allow some method of checking for non-stacking bonuses.

bmos
February 19th, 2021, 14:56
I have updated more of my extensions:
Ability Drain and Permanent Bonuses v1.1 (https://github.com/bmos/FG-PFRPG-Drain-and-Permanent-Bonuses/releases) is compatible (thank you dllewell for testing).
Time Manager v1.8 (https://www.fantasygrounds.com/forums/showthread.php?63546-PFRPG-Time-Manager&p=579252&viewfull=1#post579252) is now compatible and adds chat messages for expiring effects and an 'advanced' option of questionable value.
Extra Stat to Saves v2.2 (https://www.fantasygrounds.com/forums/showthread.php?60436-PFRPG-Extra-Stat-to-Saves&p=580092&viewfull=1#post580092) should now be compatible (still testing).
PFRPG Spell Failure v1.4 (https://github.com/bmos/FG-PFRPG-Spell-Failure/releases/tag/v1.4) should now be now compatible (still testing).
PFRPG Item Durability v2.5 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.5) should now be compatible (still testing).

Remaining Extensions:
PFRPG Total Encumbrance <-- a large extension that will probably make me want to clean things up in the code as well. This has the next most votes.
PFRPG Malady Tracker <-- needs some updated code but not much. fairly simple thanks to my updates to Time Manager.
PFRPG Ammunition Manger <-- currently is coded to work on top of Kel's extension. I plan to hold off until that is updated, and work on finishing my automation first (never started my work on having it use up arrows in the inventory).
PFRPG Sanity Tracker <-- has been neglected for a while and would benefit from code improvement. I don't think gets used much.

EDIT: I made a few mistakes with Item Durability, Extra Stat to Saves, and Time Manager. Please re-download these.

bmos
February 25th, 2021, 04:23
Today I updated Live Hitpoints to v2.1 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.1) to move the hitpoint details button to the other side of the NPC sheet.
I also updated Malady Tracker v2.5 (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension&p=582259&viewfull=1#post582259) to be compatible with the new updates.

Sudain
February 25th, 2021, 15:48
Huzzah! Thank you for your hard work! :D

RobboNJ69
February 27th, 2021, 21:59
bmos, thank you for all your work on these extensions!

bmos
March 3rd, 2021, 18:52
Updated Sanity Tracker (https://www.fantasygrounds.com/forums/showthread.php?59874-PFRPG-Sanity-Tracker-Extension&p=583969&viewfull=1#post583969)
Updated and abandoned Time Manager (as the original author returned and accepted my contributions) (https://www.fantasygrounds.com/forums/showthread.php?63546-PFRPG-Time-Manager&p=583952&viewfull=1#post583952)
Updated Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension&p=581062&viewfull=1#post581062)
Updated Advanced Character Inventory Manager (https://www.fantasygrounds.com/forums/showthread.php?57819-Advanced-Character-Iventory-Manager-for-3-5E-and-Pathfinder&p=584123&viewfull=1#post584123)

Remaining Extensions:
Total Encumbrance
Ammunition Manger

bmos
March 7th, 2021, 23:23
Spell Formatting v1.5 (https://github.com/bmos/FG-PFRPG-Spell-Formatting/releases/tag/v1.5)
Upgrade NPC Actions v1.9 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.9)

Both contain better spell name detection that will ignore sourcebook acronyms that are included as suffixes to spell names.

Also posted v1.10-beta.1 of Upgrade NPC Actions (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.10-beta.1) to create some non-spell ability effects automatically

bmos
March 16th, 2021, 22:04
NEW-ish Extraplanar Containers (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) v1.0 (https://github.com/bmos/FG-CoreRPG-Extraplanar-Containers/releases/tag/v1.0) (formerly part of Total Encumbrance).
* Provides support for extraplanar containers by ignoring the weight of carried (but not equipped) items in supported contaners.

Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.10 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.10)
* Tags will be added automatically to NPC spells for use with Kelrugem's FullOverlayPackage (when that extension is updated).
* Some additional NPC actions will now be created for feats and abilities when eligible NPCs are added to the combat tracker.

Updated first post of this thread to reflect current status of extensions and have better short summaries.

bmos
March 21st, 2021, 14:52
NEW CoreRPG CoinsWeight (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) v1.1 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.1)
* This extension calculates coin weight.
* It does this by adding a "coins" inventory item of the appropriate weight.
* This can be marked uncarried or put into a bag of holding (if using my extraplanar containers (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) extension).
* Editing the coinweight.lua file allows setting different weights for different denominations. The default is 1lb / 50coins.

CoreRPG Extraplanar Containers (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) v1.1 (https://github.com/bmos/FG-PFRPG-Extraplanar-Containers/releases/tag/v1.1)
* Now CoreRPG compatible (tested with corerpg, 5e, 4e)
* Only show max weight and contents when bag has weight entered to avoid UI overlapping
* Better code docuementation and simplification
* Removed feature that increased weight of bag by excess of contents; it was causing a recursive error.
* Fix for On/Off not being shown when toggling container volume feature in options

PFRPG Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.10 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.10)
* Compatibility with new FG versions
* Removed Kel's code until his exts are updated
* Added tracking of how badly you missed (as requested by Svandal (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager&p=588144&viewfull=1#post588144))
* Removed blind-fight automation as unwieldy to work with

PFRPG Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.11 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.11)
* Improved tooltips for effects window conditions
* Made effects for Power Attack and Deadly Aim more concise (thank you dllewell (https://www.fantasygrounds.com/forums/showthread.php?66640-NPC-Melee-and-Ranged-Weapon-Designation&p=587519&viewfull=1#post587519))
* Added support for Critical Focus, Defended Movement, and Defensive Combat Training feats
* Added descriptions to abilities for easier rules reference

PFRPG Customized Item Generator (https://www.fantasygrounds.com/forums/showthread.php?57818-Customized-Item-Generator-for-3-5E-and-Pathfinder) v1.2 (https://github.com/bmos/FG-PFRPG-Customized-Item-Generator/releases/tag/v1.2)
* Customizing an item that isn't in a module will now edit the original rather than making a copy.
* Customizing an item that is in a module will create a copy and allow you to edit that.

PFRPG Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder) v1.2 (https://github.com/bmos/FG-PFRPG-Advanced-Effects/releases/tag/v1.2)
* Updated to make compatible with Feb 16th ruleset updates
* Fixes effect visibility bug (Celestian fixed this last April, but it never made it into rmilmine's port).
* Various code improvements

bmos
March 24th, 2021, 15:49
Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.11 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.11)
* Add support for 4E ruleset
* Add tooltip to percentage field for clarity
* Various minor code improvements

Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.12 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.12)
* Change "re-parse spell" button on right-click radial menu to delete and re-add spell from PFRPG - Spellbook.
* If Spellbook match is not found, original parsing script will be run.
EDIT: 2021-03-24 22:55 EST pushed hotfix due to "attempt to index global DB" error.

Updated the README files for a bunch of my extensions and simplified their forum posts.
Increased size of readme link in the forum posts.

bmos
March 25th, 2021, 19:02
PFRPG Live Hitpoints (https://www.fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension) v2.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.2)
* New characters will no longer have their rolled HP penalized by an amount equal to their CON mod. Thanks to Zarestia (https://www.fantasygrounds.com/forums/member.php?155084-Zarestia) for the bug report. (https://www.fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension&p=589729&viewfull=1#post589729)
* Less wasted processing power when changing effects. Now HP should only recalculate if an effect is changed that contains a three letter effect such as CON or CHA rather than also SKILL (for example).

bmos
March 29th, 2021, 19:24
Spell Failure (https://www.fantasygrounds.com/forums/showthread.php?60471-PFRPG-Spell-Failure-Extension) v1.5 (https://github.com/bmos/FG-PFRPG-Spell-Failure/releases/tag/v1.5)
* Spell failure will now roll when dragging the spell onto a target.

bmos
April 2nd, 2021, 20:15
Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.13 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.13)
* Fix ruleset-specific NPC parsing because of a typo (things like Evasion, etc should be added automatically again).
* Better compatibility with Advanced Effects (https://github.com/bmos/FG-PFRPG-Advanced-Effects) and other extensions.
* Better spell name parsing (mass, communal, lesser, greater)
* Remove Defensive Combat Training as this should be incorporated in statblock already
* Change format of effects for Power Attack (requires PF Player Effect Removal Extension (https://www.fantasygrounds.com/forums/showthread.php?40290-PF-Player-Effect-Removal-Extension)).
* REDOWNLOAD TO GET THIS TOO: Auto-configure empowered or maximized spells (but not both)

Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder) v1.3 (https://github.com/bmos/FG-PFRPG-Advanced-Effects/releases/tag/v1.3)
* Fix ruleset-specific NPC parsing because of a typo (things like Evasion, etc should be added automatically again).
* Better compatibility with Upgrade NPC Actions (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions) and other extensions.
* Significant reduction in code quantity.

Clock Adjuster (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster) update (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=591435&viewfull=1#post591435)
* No more short rest field for PFRPG/3.5E since those systems only have long rest.
* Long/short rest fields should now remember their contents between sessions.
* Current time can no longer be changed with the mousewheel
* If you have the options menu toggle set to Full Process it should now switch to Quick Mode automatically when not needed (when there are no ongoing effects). This is the work of Corun (https://www.fantasygrounds.com/forums/member.php?263442-Corun).
* Also contains a fix for a regression in DCrumb (https://www.fantasygrounds.com/forums/member.php?372762-DCrumb)'s rounds advancement fix to allow rounds to go past 9.

bmos
April 3rd, 2021, 14:39
I had forgotten to push one improvement to Upgrade NPC Actions v1.13 before releasing, so please redownload that one.
It now auto-configures empowered or maximized spells (but not both). So an NPC spell that says "Maximized Fireball" will automatically have the damage maximized when the NPC is added to the combat tracker (or when you right click a spell and choose re-parse spell).

kevininrussia
April 3rd, 2021, 21:39
Hows Encumbrance Penalties extension going? :)

bmos
April 4th, 2021, 17:32
Hows Encumbrance Penalties extension going? :)

Haven't had a chance to start reimplementing that one yet, but it shouldn't take more than a day or two once I get moving on it. Probably within the next couple of weeks.

bmos
April 4th, 2021, 22:42
Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.12 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.12)
* Support for mirror image handler (https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension) missfire messaging.
* Fixes for issues regarding inappropriate load button visibility.
* Fix extension being shown as compatible with all rulesets.
* Moved list of search terms (for showing loading toggle button) to script file for easier user modification.
* Restructured xml scripts for better clarity.

Malady Tracker (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension) v2.6 (https://github.com/bmos/FG-PFRPG-Malady-Tracker/releases/tag/v2.6)
* Remove vestiges of FG sidebar images
* Fix nil error when malady effect is blank (such as with poisons).

bmos
April 8th, 2021, 01:28
I think I got aura effects (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) working in PFRPG.
If anyone is using the FG vision test branch (which this seems to require) and wants to play around with it, go for it.
https://github.com/bmos/FG-Aura-Effect/releases

Thamyor
April 8th, 2021, 01:38
Gonna test tomorrow on unity 4.1

Asgurgolas
April 8th, 2021, 17:08
I think I got aura effects (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) working in PFRPG.
If anyone is using the FG vision test branch (which this seems to require) and wants to play around with it, go for it.

That'd be awesome.. would it work on Classic to?

bmos
April 8th, 2021, 17:23
That'd be awesome.. would it work on Classic to?No clue. You tell me :P

Thamyor
April 8th, 2021, 17:25
Some reports about my tests so far (with and without other extensions) using this effect AURA: 30 friend; Aura of Heroism; ATK: 2 morale; SAVE: 2 morale; SKILL: 2 morale:

When I first apply the aura to my cleric with the group in range the FROMAURA effect on the group doesn't happen until either the cleric moves, or each group member moves.
When I disable or remove the AURA from my cleric, the FROMAURA on the group is left intact, and after that, even moving out of range won't remove it.

I'm getting this error on several triggers [4/8/2021 12:55:21 PM] [ERROR] Handler error: [string "scripts/manager_effect_aura.lua"]:93: attempt to call global 'stripFromAuraInformation' (a nil value):

When there's more than 1 token inside the aura and 1 token leaves it. *(The FROMAURA still gets properly removed)
When the cleric moves out of range with more than 1 token in the aura. *(The FROMAURA still gets properly removed)
When I remove the aura from the cleric with someone in range

bmos
April 8th, 2021, 19:54
Some reports about my tests so far (with and without other extensions) using this effect AURA: 30 friend; Aura of Heroism; ATK: 2 morale; SAVE: 2 morale; SKILL: 2 morale:

When I first apply the aura to my cleric with the group in range the FROMAURA effect on the group doesn't happen until either the cleric moves, or each group member moves.
When I disable or remove the AURA from my cleric, the FROMAURA on the group is left intact, and after that, even moving out of range won't remove it.

I'm getting this error on several triggers [4/8/2021 12:55:21 PM] [ERROR] Handler error: [string "scripts/manager_effect_aura.lua"]:93: attempt to call global 'stripFromAuraInformation' (a nil value):

When there's more than 1 token inside the aura and 1 token leaves it. *(The FROMAURA still gets properly removed)
When the cleric moves out of range with more than 1 token in the aura. *(The FROMAURA still gets properly removed)
When I remove the aura from the cleric with someone in rangeIssues with "stripFromAuraInformation" are resolved in this updated version (watch the original thread (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=592655&viewfull=1#post592655) for future versions).
The other issues regarding adding/removing effects are good observations. That is how it is in the original extension, but perhaps I can find a way to get it to behave more intuitively.

Thamyor
April 8th, 2021, 21:37
Remade my tests with the new version and the error message was gone, thx.
For persistent auras like the paladin one it will work just fine, but for temporary buffs, like Aura of Heroism or Bard Songs, having the aura effect work when you add/remove the effect will be a huge help.
But, even without it, this extensions add a lot to the game, gonna be using it from now on, thx for you work.

bmos
April 9th, 2021, 00:37
Remade my tests with the new version and the error message was gone, thx.
For persistent auras like the paladin one it will work just fine, but for temporary buffs, like Aura of Heroism or Bard Songs, having the aura effect work when you add/remove the effect will be a huge help.
But, even without it, this extensions add a lot to the game, gonna be using it from now on, thx for you work.A workaround for the time being is to close the map and reopen it. That will reapply the effects.

Asgurgolas
April 9th, 2021, 08:42
No clue. You tell me :P

I'll try it later on then and let you mnow :P (so far I'm using the 5e aura effects, but these days I'm too busy to test this out)

bmos
April 9th, 2021, 18:20
I'll try it later on then and let you mnow :P (so far I'm using the 5e aura effects, but these days I'm too busy to test this out)This is the 5E aura effects extension, just tweaked to fix some issues and work in Pathfinder.

bmos
April 10th, 2021, 13:35
CoreRPG Coins Weight (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) v1.2 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.2)
I forgot to post v1.2 here when I released it, but that's okay because yesterday I pushed a couple hotfixes.
* Ruleset will be checked when loaded and appropriate denominations will be loaded. See README.md (https://github.com/bmos/FG-CoreRPG-Coins-Weight/blob/main/README.md) or watch the demo video linked in the README.
* HOTFIX April 9: fixed script error when opening Coins item sheet
* HOTFIX April 9: allow denominations with zero weight to still have value totaled (such as with paper money)
* HOTFIX April 9: use PFRPG/3.5E denominations in PFRPG2
* HOTFIX April 9: cleanup code and improve documentation for easier collaboration and use by others

CoreRPG Extraplanar Containers (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) v1.2 (https://github.com/bmos/FG-PFRPG-Extraplanar-Containers/releases/tag/v1.2)
* remove ruleset requirements as it should work in most rulesets
* add extraplanar name detection for 'extraplanar' and 'weightless'
* add mundane container name detection for 'container'
* cleanup code and improve documentation for easier collaboration and use by others
* fix mundane detection sometimes overriding extraplanar detection
* fix visibility of weight fields behaving strangely when weight of container is zero
* HOTFIX April 11: fix item sheet in 4E (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers&p=593215&viewfull=1#post593215)

I have also added demo videos to the readme files of both of these extensions.

Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.6 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.6)
* adding an AURA effect will now add FROMAURA effects based on current token positions
* fix FROMAURA effects not being removed when 'parent' AURA effects is removed
* code cleanup and use of more local functions

Mallocor
April 11th, 2021, 16:44
bmos,

Never mind I figured it out on how to use your extension. Sorry for bothering you.

JMPerlin
April 12th, 2021, 19:32
Sorry for the Noob question but how do I open an extension file for editing?

RobboNJ69
April 12th, 2021, 19:37
Sorry for the Noob question but how do I open an extension file for editing?

We've all been there...

Make a copy of the 'amazing-extension.ext' file for safe keeping.
Change the extension to 'amazing-extension.zip'
Unzip and you'll see all the extension files in there.
Reverse the process to recreate the modified .ext file.
Be sure to zip up the contents of the extension file, not the folder.

JMPerlin
April 12th, 2021, 19:47
Thanks

Corun
April 12th, 2021, 22:02
Thanks

FYI: If you have unpacked extension, in folder with extensions it is read instead of .ext file. That might lead to FG loading older version of extension that you have tried to edit instead of newer extension you just downloaded.
https://www.fantasygrounds.com/wiki/index.php/Developer_Guide_-_Appendix_-_Development_and_Debugging

bmos
April 12th, 2021, 22:32
FYI: If you have unpacked extension, in folder with extensions it is read instead of .ext file. That might lead to FG loading older version of extension that you have tried to edit instead of newer extension you just downloaded.
https://www.fantasygrounds.com/wiki/index.php/Developer_Guide_-_Appendix_-_Development_and_DebuggingA great tip.
Also you can just unzip it and leave it as a folder for slightly faster FG load times (and easier modification).

bmos
April 14th, 2021, 20:23
PFRPG Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.13 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.13)
* Fix error where rolling attacks from the Actions tab or Combat tab would result in "attempt to call field 'hasLoadAction' (a nil value)"

dogfisc
April 14th, 2021, 20:29
@boms was this contained to the PFRPG Ammunition Manager? It was reported as potentially a conflict with my Combat Modifier Calculation, but I haven’t had a chance to look at it yet.

Edit: never mind; I just saw your post in the extension thread.

bmos
April 14th, 2021, 20:38
@boms was this contained to the PFRPG Ammunition Manager? It was reported as potentially a conflict with my Combat Modifier Calculation, but I haven’t had a chance to look at it yet.

Edit: never mind; I just saw your post in the extension thread.I haven't actually tested it with your extension (it looks cool though), but I definitely had an issue in my code that would have caused that error.

Zygmunt Molotch
April 15th, 2021, 12:13
what's left for your timeframe/ upgrade schedule, before I start thinking of delicious ideas to suggest :D

bmos
April 15th, 2021, 12:58
Kind of busy with some other projects lately, but I think that all I have left is encumbrance penalties (and a variety of bug reports and suggestions for some of the extensions I'm maintaining).
Feel free to post your suggestions, it's helpful to get them added as issues on GitHub for when I'm feeling creative.

bmos
April 15th, 2021, 20:28
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.7 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.7)
* FACTION conditional now functions differently (more intuitively I think). Read about it [here](https://github.com/bmos/FG-Aura-Effect/blob/main/README.md#faction-conditional-check).
* Fix a potential script error when comparing a nil value.
* HOTFIX (April 15): fixed some more strange behavior of FACTION (especially in 4E).
* HOTFIX 2 (April 15): fixed yet more strange behavior of FACTION.
* HOTFIX 2 (April 15): setting AURA effect to skip or off will delete FROMAURA effects.

bmos
April 15th, 2021, 22:55
Maladies Library (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension) v1.4 (https://github.com/bmos/FG-PFRPG-Maladies-Library/releases/tag/v1.4)
* Added over 400 more maladies. These maladies were contributed by Sudain (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension&p=593881&viewfull=1#post593881) and were added via automation so there may be some errors. If you encounter any, please report them here or in the extension thread.

Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.14 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.14)
* Less precise detection of NPC names when searching for matching maladies. this is to support the latest additions to the Maladies Library.
* Fix detection of quickened spells and improve spell name detection efficiency.

I'm still working on re-implementing the auto-rolling of saves in Malady Tracker to incorporate initiative count.

Khoredran
April 15th, 2021, 23:43
I see that the Maladies Library is now an Extension instead of a Module, is this intended?

bmos
April 16th, 2021, 00:14
I see that the Maladies Library is now an Extension instead of a Module, is this intended?nope. thanks!

bmos
April 17th, 2021, 12:28
Maladies Library (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension) v1.5 (https://github.com/bmos/FG-PFRPG-Maladies-Library/releases/tag/v1.5)
* Removed duplicates reported by Khoredran (https://www.fantasygrounds.com/forums/member.php?388415-Khoredran).
* Fixed some incorrect characters
* Added Bubonic Plague from the Daughter of the Dead

bmos
April 18th, 2021, 19:35
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.8 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.8)
* FACTION conditional now has "notself" option. IF: FACTION(notself) will be true for anyone but the person with the original AURA effect.
* Token Locking should no longer be mandatory (although this is 'beta' for now).

kevininrussia
April 18th, 2021, 21:40
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.8 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.8)
* FACTION conditional now has "notself" option. IF: FACTION(notself) will be true for anyone but the person with the original AURA effect.
* Token Locking should no longer be mandatory (although this is 'beta' for now).

You are really killing it with this extension. Thanks!

bmos
April 18th, 2021, 21:42
You are really killing it with this extension. Thanks!Thanks :)

kevininrussia
April 18th, 2021, 22:28
Initial tests with client movement with out token locking is working correctly.

chaiwalla
April 22nd, 2021, 07:01
Looking forward to the encumbrance penalty extension. I miss having that one :)

bmos
April 25th, 2021, 23:19
Looking forward to the encumbrance penalty extension. I miss having that one :)
now available for testing :)
https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.0-beta.1

DCrumb
April 26th, 2021, 08:32
I think the only thing missing from Total Encumbrance is the inventory value total (unless I missed that in one of the extensions).

bmos
April 26th, 2021, 12:12
I think the only thing missing from Total Encumbrance is the inventory value total (unless I missed that in one of the extensions).I chose not to reimplemented that because there are other extensions that do it well. I suggest WatBot2ndBrkfst and FeatherRin's "PFRPG - Character Wealth" extension (https://www.fantasygrounds.com/forums/showthread.php?58418-PFRPG-Character-Wealth-Extension&p=550635&viewfull=1#post550635). I had previously adopted some of the code submitted to that extension by FeatherRin (https://www.fantasygrounds.com/forums/showthread.php?58418-PFRPG-Character-Wealth-Extension&p=534125&viewfull=1#post534125) for use in Total Encumbrance.

Asgurgolas
April 26th, 2021, 18:17
I chose not to reimplemented that because there are other extensions that do it well. I suggest WatBot2ndBrkfst and FeatherRin's "PFRPG - Character Wealth" extension (https://www.fantasygrounds.com/forums/showthread.php?58418-PFRPG-Character-Wealth-Extension&p=550635&viewfull=1#post550635). I had previously adopted some of the code submitted to that extension by FeatherRin (https://www.fantasygrounds.com/forums/showthread.php?58418-PFRPG-Character-Wealth-Extension&p=534125&viewfull=1#post534125) for use in Total Encumbrance.

doh, that saddens me u.u

DCrumb
April 26th, 2021, 22:59
I have reimplemented it into its own extension, but it requires bmos' CoreRPG Coins Weight extension if you want coin value added in. This is because I and my players like seeing it on the character sheet in an automated way. I did attribute bmos and left in the code that was attributed to other people as well. It should work with 3.5E and up (borrowing part of the table from the Coins Weight extension to match currency names and values).

bmos
April 26th, 2021, 23:18
I have reimplemented it into its own extension, but it requires bmos' CoreRPG Coins Weight extension if you want coin value added in. This is because I and my players like seeing it on the character sheet in an automated way. I did attribute bmos and left in the code that was attributed to other people as well. It should work with 3.5E and up (borrowing part of the table from the Coins Weight extension to match currency names and values).
You're welcome to post this as your own extension :)
Thanks for attribution. It's good to see that code isn't going to be forgotten.

kevininrussia
April 27th, 2021, 00:21
now available for testing :)
https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.0-beta.1

Any possibility of this extension to work with other rulesets? :-)
Tested it in 4e and got the usual "No vertical anchor defined"

bmos
April 27th, 2021, 00:37
Any possibility of this extension to work with other rulesets? :-)
Tested it in 4e and got the usual "No vertical anchor defined"There's a lot of PF specific stuff in this one.
What are 4E's encumbrance rules?

Also, have you considered just playing PFRPG? :P

bmos
April 27th, 2021, 00:50
Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.14 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.14)
* Update for ruleset updates released on 2021-04-13. "Targeted ATK effects now applied to roll line, instead of resolution line."

kevininrussia
April 27th, 2021, 03:08
I was going to just use Pathfinder rules as encumbrance is an optional rule in 4e.

I bought PF2 a while ago and should have bought PF1... darn it! :-)

bmos
April 27th, 2021, 03:44
I was going to just use Pathfinder rules as encumbrance is an optional rule in 4e.

I bought PF2 a while ago and should have bought PF1... darn it! :-)That's the best part. PFRPG is nearly free to play in FG. Ruleset is free, PFRPG - Spellbook, PFRPG - Class and Archetypes, PFRPG - Feats, all free. Then it's just the adventures and potentially bestiaries (although you can get Bestiaries free without pictures too).

Why don't you take a crack at porting it first, it shouldn't be too hard (stripping out stuff mostly). I can take a look too but I've got some projects right now like automating fragile weapons and some bugs I've been avoiding for too long.

kevininrussia
April 27th, 2021, 04:25
That's the best part. PFRPG is nearly free to play in FG. Ruleset is free, PFRPG - Spellbook, PFRPG - Class and Archetypes, PFRPG - Feats, all free. Then it's just the adventures and potentially bestiaries (although you can get those free without pictures too).

Why don't you take a crack at porting it first, it shouldn't be too hard (stripping out stuff mostly). I can take a look too but I've got some projects right now like automating fragile weapons and some bugs I've been avoiding for too long.

Yeah, I will take a crack at porting it. I'll wait until its out of beta. Some of my players are over equipped and I want to automate their penalty :-)

bmos
April 27th, 2021, 12:51
Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.15 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.15)
* Code improvements
* Integration with Item Durability to mostly automate fragile weapons. Weapons with fragile in the properties will be broken on attack rolls resulting in a natural 1 and broken weapons will be destroyed. (requires Item Durability v2.7+ (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/))
* HOTFIX April 27: Make chat messages public

Item Durability (https://github.com/bmos/FG-PFRPG-Item-Durability) v2.7 (https://github.com/bmos/FG-PFRPG-Item-Durability/releases/tag/v2.7)
* code improvements
* chat messages when item is broken or destroyed

Customized Item Generator (https://github.com/bmos/FG-PFRPG-Customized-Item-Generator) v1.3 (https://github.com/bmos/FG-PFRPG-Customized-Item-Generator/releases/tag/v1.3)
* code improvements
* add fragile property to properties field
* chat messaging improvements

Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.9 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.9)
* code improvements
* Fix duplicate effects in 5E and excessive 'no effect found' messaging in all/most rulesets.

bmos
April 30th, 2021, 00:09
Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.15 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.15)
* Improves condition tooltips first introduced in v1.2. Hovering over preset conditions in the effects window will tell you what automation is included for this condition and show you the PFRPG condition description. A ruleset update prompted by upcoming vision changes had broken this feature.

Zygmunt Molotch
April 30th, 2021, 05:13
I like the tooltips, (without testing, as I'm on my phone) are they GM only?

might be handy too, for players who are not so au fait with the minutiae... I often get asked what Dazzled etc is..

if it is for players too, then ignore my whimsical commute thoughts :)

bmos
April 30th, 2021, 16:32
I like the tooltips, (without testing, as I'm on my phone) are they GM only?

might be handy too, for players who are not so au fait with the minutiae... I often get asked what Dazzled etc is..

if it is for players too, then ignore my whimsical commute thoughts :)Pretty sure it's for both :)

bmos
May 2nd, 2021, 14:12
Extended Natural, Shield, and Armor AC Bonus Types (https://www.fantasygrounds.com/forums/showthread.php?68129-Extended-Natural-and-Armor-AC-Bonus-Types-Extension) v1.1 (https://github.com/bmos/FG-PFRPG-NaturalArmorBonusTypes/releases/tag/v1.1)
* removed size bonus to armor bonus
* added enhancement bonus to shield bonus

bmos
May 4th, 2021, 02:16
Live Hitpoints (https://fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension) v2.3 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.3)
* Effects now shown in hitpoints subwindow (as per issue #11 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/issues/11))
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/compare/v2.2...v2.3)

Aura Effects (https://github.com/bmos/FG-Aura-Effect) v0.10 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.10)
* code improvements
* much better efficiency
* Resolve error caused by moving tokens not linked to combat tracker
* Improved compatibility with Combat Groups extension
* First release with improvements by SoxMax
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v0.9...v0.10)

Spell Formatting (https://www.fantasygrounds.com/forums/showthread.php?60120-PFRPG-Spell-Description-Formatting) v1.6 (https://github.com/bmos/FG-PFRPG-Spell-Formatting/releases/tag/v1.6)
* Code improvement
* Better detection code for 'original spells.' (lesser, greater, communal, mass, quickened, empowered, maximized)
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Spell-Formatting/compare/v1.5...v1.6)

bmos
May 7th, 2021, 22:50
Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.0-rc.1 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.0-rc.1)
* Many code improvements
* Fix triggering of encumbrance penalties not detecting current carried weight correctly.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/compare/v1.0-beta.1...v1.0-rc.1)

bmos
May 11th, 2021, 12:28
Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.0 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.0)
* Many code improvements
* Fix triggering of encumbrance penalties not detecting current carried weight correctly.
* Fix conditions not being detected
* Fix str adj and str mult not recalculating carrying capacities
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/compare/v1.0-rc.1...v1.0)

Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.1 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.1)
* Add barbarian fast movement ability. +10 speed if not wearing heavy armor and not heavily encumbered.
* HOTFIX May 12: fix compatibility with Drain and Permanent Bonuses extension
* HOTFIX May 12: fix +10 bonus not re-applying after reloading FG until AC recalculates
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/compare/v1.0...v1.1)

bmos
May 15th, 2021, 11:23
Extra Stat to Saves (https://www.fantasygrounds.com/forums/showthread.php?60436-PFRPG-Extra-Stat-to-Saves) v2.4 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.4)
* Should no longer block save bonuses which use Kel's IFTAG conditional.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/compare/v2.3...v2.4)

Submitted fix for UI incompatibility of CoreRPG - 24 Hour Clock Format (https://www.fantasygrounds.com/forums/showthread.php?65902-Core-RPG-24-Hour-Clock-Format) and ClockAdjuster (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster):
https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=600476&viewfull=1#post600476

bmos
May 15th, 2021, 18:15
Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.16 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.16)
* fix condition description typos (thanks to Khoredran for reporting)
* fix grapple condition description not listing all automation (thanks to Khoredran for reporting)
* fix flat-footed condition not having description due to hyphen issue
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/compare/v1.15...v1.16)

Khoredran
May 15th, 2021, 18:25
Awesome Thanks!

bmos
May 16th, 2021, 12:02
posted new wishlist item for low-light vision: https://fgapp.idea.informer.com/proj/fgapp?ia=136405
found this one regarding player-specific token visibility: https://fgapp.idea.informer.com/proj/?ia=135852

Zygmunt Molotch
May 16th, 2021, 15:08
posted new wishlist item for low-light vision: https://fgapp.idea.informer.com/proj/fgapp?ia=136405
found this one regarding player-specific token visibility: https://fgapp.idea.informer.com/proj/?ia=135852

both of these would be logical a progression :D

bmos
May 17th, 2021, 23:29
Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.17 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.17)
* improve tooltip for confusion condition (thanks to Khoredran)
* fix for issue #8 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/issues/8) (script error when opening some NPC spell lists)
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/compare/v1.16...v1.17)

bmos
May 18th, 2021, 01:31
Extended AC Bonus Types (https://www.fantasygrounds.com/forums/showthread.php?68129-Extended-Natural-and-Armor-AC-Bonus-Types-Extension) v1.2 (https://github.com/bmos/FG-PFRPG-ExtendedACBonusTypes/releases/tag/v1.2)
* now compatible with [Kelrugem's FullOverlayPackage](https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions)
* HOTFIX May 18: I had a typo and the Kel compatibility wasn't working. please re-download.
* HOTFIX May 18: I had forgotten to add some things to Kelrugem's code so I had to re-upload. please re-download it AGAIN.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-ExtendedACBonusTypes/compare/v1.1...v1.2)

bmos
May 18th, 2021, 13:07
Coins Weight (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) v1.3 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.3)
* Lots of code cleanup, documentation improvements, and increased functionalization.
* Coin weights will now round to 3 decimal places if total weight is < 1lb, 2 decimal places if < 10lb, 1 decimal place if < 100lb, and whole numbers beyond 100lb. This maximizes weight accuracy without the inventory UI clipping the weight field.
* Fixed the rounding issue reported by nephranka (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight&p=601331&viewfull=1#post601331).
* Fix error in code to import second column coins from damned's coins weight extension and old versions of my total encumbrance extension.
Click here to see raw code changes (https://github.com/bmos/FG-CoreRPG-Coins-Weight/compare/v1.2...v1.3)


I also realized I didn't post v1.0 of the Aura Effects extension here. Work on this extension has been (mostly) taken over by SoxMax:

For the 4.1 release of FGU we have a 1.0 version of Aura Effects which when used together should resolve any unlocked token movement issues people were running into. You can find it on Github (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.0) or NexusMods (https://www.nexusmods.com/fantasygroundsunity/mods/2)
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v0.10...v1.0)

bmos
May 19th, 2021, 03:28
Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.18 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.18)
* Add support for new PFRPG Spellbook Extended (https://www.fantasygrounds.com/forums/showthread.php?68584-PFRPG-Spellbook-Extended) module from dllewell.
* Support for other modules can be added by adding them to array_modules in replace_spell_actions() in upgradespells.lua.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/compare/v1.17...v1.18)

bmos
May 19th, 2021, 14:56
Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder) v1.4 (https://github.com/bmos/FG-PFRPG-Advanced-Effects/releases/tag/v1.4)
* Compatibility improvements/code cleanup.
* Checking the "Action Only" box on an effect will limit that effect to attack/damage actions performed with that weapon.
* Fix for extension showing up as available for use with other rulesets.
* Should now function correctly with Kelrugem's FullOverlay Package without breaking IFTAG and other things in that extension. This is a temporary fix until Kel can incorporate compatibility as described here:
* Added clearly-marked 'snippets' which should allow other extension to be made easily compatible with this extension (while continuing to work normally when this extension isn't loaded).
* HOTFIX (May 20): Please redownload to fix conditionals (IF: (CUSTOM) and so forth).
* HOTFIX (May 24): A few typos fixed.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Advanced-Effects/compare/v1.3...v1.4)

Zygmunt Molotch
May 19th, 2021, 15:01
Now we're cooking with Gas!

I'll endeavour to break it within the week. ;)

Asgurgolas
May 20th, 2021, 01:18
Advanced Effects (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder) v1.4 (https://github.com/bmos/FG-PFRPG-Advanced-Effects/releases/tag/v1.4)

* Should now function correctly with Kelrugem's FullOverlay Package without breaking IFTAG and other things in that extension. This is a temporary fix until Kel can incorporate compatibility as described here:

Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Advanced-Effects/compare/v1.3...v1.4)

What do you mean with "should now function correctly, but it's a temporary fix?"

bmos
May 20th, 2021, 01:25
What do you mean with "should now function correctly, but it's a temporary fix?"Temporary fix because I hope Kel will add compatibility on his end. Doesn't mean much for the end user except that, as is, future Kelrugem updates may require changes from me to retain compatibility.

Kelrugem
May 20th, 2021, 01:49
Temporary fix because I hope Kel will add compatibility on his end. Doesn't mean much for the end user except that, as is, future Kelrugem updates may require changes from me to retain compatibility.

Present Kelrugem agrees to add compatibility, and past Kelrugem said he has experience in how to kick future Kelrugem's *** to recall him about that!

:D

bmos
May 20th, 2021, 02:17
Present Kelrugem agrees to add compatibility, and past Kelrugem said he has experience in how to kick future Kelrugem's *** to recall him about that!

:DAh, I mean future dual Dr Kelrugem :P

Kelrugem
May 20th, 2021, 11:00
Ah, I mean future dual Dr Kelrugem :P

hehe :D

Asgurgolas
May 20th, 2021, 12:37
I tried it out. It seems to work (as it doesn't disable IFTAG anymore and it does seem to work with items, but the "Action only" for weapons doesn't). But I'm happy anyways <3

bmos
May 20th, 2021, 12:46
I tried it out. It seems to work (as it doesn't disable IFTAG anymore and it does seem to work with items, but the "Action only" for weapons doesn't). But I'm happy anyways <3Interesting. ActionOnly is working for me.
What effect are you applying action only to?

bmos
May 20th, 2021, 13:06
Ammunition Manager (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager) v1.16 (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/releases/tag/v1.16)
* Break masterwork bone weapons on natural 1
* Fix issue where broken items were not being destroyed on second natural 1.
* Post public chat messages visible to all.
* Post chat messages when the weapon breaks or is destroyed.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Ammunition-Manager/compare/v1.15...v1.16)

Khoredran
May 20th, 2021, 13:35
I can't get this formula to work to prepare my paladin NPCs in the Advanced effect extension:

Smite Evil; IFT: ALIGN(evil);IFT: custom(smite); ATK: [CHA]; DMG: [CL]; AC: [CA] deflection; DMGTYPE: bypass

The effect doesn't pick the charisma nor the CL. Maybe it could pick up the creature's HD instead to emulate a CL for the effect to work?

Kelrugem
May 20th, 2021, 13:51
I can't get this formula to work to prepare my paladin NPCs in the Advanced effect extension:

Smite Evil; IFT: ALIGN(evil);IFT: custom(smite); ATK: [CHA]; DMG: [CL]; AC: [CA] deflection; DMGTYPE: bypass

The effect doesn't pick the charisma nor the CL. Maybe it could pick up the creature's HD instead to emulate a CL for the effect to work?

This extension is essentially based on Celestian's code, and that code does not support PC tags for item effects :) (would be difficult to code, since items may be carried for a long time such that these effects would be needed to be updated regularly)

bmos
May 20th, 2021, 14:14
The effect doesn't pick the charisma nor the CL. Maybe it could pick up the creature's HD instead to emulate a CL for the effect to work?


that code does not support PC tags for item effectsThis is true, although it would be nice to add. I'll put it on the wishlist for future investigation.
I would recommend setting up Smite Evil as a power/spell action. You can then use player effect removal to have an add/remove option for the player and a second effect to apply the bonus damage on first hit against appropriate creatures.

Smite-Target ([TARGET], 1 day duration)
Smite; IFT: CUSTOM(Smite-Target); IFT: ALIGN(evil); DMGTYPE: force; ATK: [CHA]; DMG: [LVL]; AC: [CHA] deflection ([SELF], 1 day duration, must be dragged onto the target while holding shift)
Smite Bonus; IFT: CUSTOM(Smite-Target); IFT: ALIGN(evil); TYPE(evil, dragon, undead); DMG: [LVL] ([SELF], "apply each once", short duration recommended)

Asgurgolas
May 20th, 2021, 18:16
Interesting. ActionOnly is working for me.
What effect are you applying action only to?

I tried "IFT: CUSTOM (Arcane); ATK: 4", also "IFT: TYPE (undead); DMG: 4d6" and even "ATK: 1", "keen" and "DMG: 1d6 fire".

they don't work with the action only thing, it's as if it's not there (if I just copy-paste the effect on a character on the tracker, it works but everytime)

Khoredran
May 20th, 2021, 18:25
With the first IFT: CUSTOM (Arcane); ATK: 4; I get [ERROR] Script execution error: [string "scripts/manager_effect_35E.lua"]:998: attempt to call global 'checkConditionalHelper' (a nil value)

The "IFT: TYPE (undead); DMG: 4d6" the "ATK: 1" the "keen" and the "DMG: 1d6 fire" works for me without issue with Action Only

Do you have every extension up to date?

bmos
May 20th, 2021, 18:34
With the first IFT: CUSTOM (Arcane); ATK: 4; I get [ERROR] Script execution error: [string "scripts/manager_effect_35E.lua"]:998: attempt to call global 'checkConditionalHelper' (a nil value)Which extension is this a bug report for?


Do you have every extension up to date?I believe so, yes.


I tried "IFT: CUSTOM (Arcane); ATK: 4", also "IFT: TYPE (undead); DMG: 4d6" and even "ATK: 1", "keen" and "DMG: 1d6 fire".

they don't work with the action only thing, it's as if it's not there (if I just copy-paste the effect on a character on the tracker, it works but everytime)I think you might be using it wrong.
When you add an effect to an item you have to un-equip/re-equip it before the effects are added. Then the effects marked ActionOnly should only be parsed when attacking/damaging with that specific weapon.
I have not tested it with conditionals like IFT.

Khoredran
May 20th, 2021, 19:05
I believe so, yes.
Oh, that was a question for Asgurgolas ^^

Also, here are some images of the issue that comes from the Advanced Effects for 3.5E and Pathfinder Extension while using the IFT: custom( ) effect

46928
46929

The error occurs when I try to attack with the creature

bmos
May 21st, 2021, 00:28
I tried "IFT: CUSTOM (Arcane); ATK: 4", also "IFT: TYPE (undead); DMG: 4d6"



Here are some images of the issue that comes from the Advanced Effects for 3.5E and Pathfinder Extension while using the IFT: custom( ) effect

46928
46929

The error occurs when I try to attack with the creatureI have tested and comfirmed. Thank you both for pointing out the issue.
ATK and DMG both work currently when used by themselves, but I probably have a typo or something regarding conditionals.
Will figure it out and make it work next :)

bmos
May 21st, 2021, 00:46
I've pushed a hotfix for conditionals to Advanced Effects for 3.5E and Pathfinder (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-5E-and-Pathfinder).
Please re-download v1.4 (https://github.com/bmos/FG-PFRPG-Advanced-Effects/releases/tag/v1.4).

bmos
May 24th, 2021, 11:19
CoreRPG Extraplanar Containers (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) v1.3 (https://github.com/bmos/FG-PFRPG-Extraplanar-Containers/releases/tag/v1.3)
* limit processing when location is changed to only occur on host computer
* quiver of ehlonna added as search term
* change 'overfull' messages to better identify the source player
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Extraplanar-Containers/compare/v1.2...v1.3)

bmos
May 24th, 2021, 18:57
Coins Weight (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) v1.4 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.4)
* Code simplification (26.6% smaller file size)
* Change triggering of coin recalculation to use database handler rather than xml script. Benefits: more extension compatibility distributing from party inventory adds weight immediately. Drawbacks: more wasted processing power as it now recalculates as you type each digit.
Click here to see raw code changes (https://github.com/bmos/FG-CoreRPG-Coins-Weight/compare/v1.3...v1.4)

bmos
May 27th, 2021, 12:14
Aura Effect v1.1 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.1)
* Large amount of code cleanup/behind the scenes work
* Fix auras not being recalculated on initially opening a map.
* Fix for script errors in some situations (especially when used with Token Height extension).

* 2021-05-31 HOTFIX: Re add the missing option for controlling aura notifications
* 2021-06-01 HOTFIX: Fix script error and re-fix error fixed in previous version (which was removed erroneously).
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.0...v1.1)

bmos
June 1st, 2021, 11:25
Aura Effect v1.1 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.1)
* Large amount of code cleanup/behind the scenes work
* Fix auras not being recalculated on initially opening a map.
* Fix for script errors in some situations (especially when used with Token Height extension).

* 2021-05-31 HOTFIX: Re add the missing option for controlling aura notifications
* 2021-06-01 HOTFIX: Fix script error and re-fix error fixed in previous version (which was removed erroneously).
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.0...v1.1)

Users of Aura Effect should redownload as hotfixes have been posted.

bmos
June 11th, 2021, 18:23
Aura Effect v1.2 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.2)
* Potential fix for blank effects lines being left on combat tracker. Players moving tokens by dragging will now see auras add/remove after a short delay.
* Support for auras that have no names (such as AURA: 5 all; SAVE: 2 instead of previously required AURA: 5 all; aura name; SAVE: 2).
* Set all aura add/remove notifications to be visible by default. Option still exists to silence them if preferred.
* Small improvements to speed of code execution.
* Should now be compatible with MadNomad's Character Sheet Effects Display extension.
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.1...v1.2)

NEW! Party Item Weight (https://www.fantasygrounds.com/forums/showthread.php?69117-CoreRPG-Party-Item-Weight) v1.0 (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/releases/tag/v1.0)
* Initial release. See README.md (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/blob/main/README.md).
* HOTFIX: fix error when using with Coins Weight older than v1.5

bmos
June 14th, 2021, 14:10
Coins Weight (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) v1.5 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.5)
* Other extensions can now use the denominations defined in Coins Weight (by referencing "CoinsWeight.aDenominations["pp"]["nWeight"]" as an example).
Click here to see raw code changes (https://github.com/bmos/FG-CoreRPG-Coins-Weight/compare/v1.4...v1.5)

Party Item Weight (https://www.fantasygrounds.com/forums/showthread.php?69117-CoreRPG-Party-Item-Weight) v1.1 (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/releases/tag/v1.1)
* Add weight column to party inventory parcel list. If you use Llisandur (https://www.fantasygrounds.com/forums/member.php?61628-Llisandur)'s Party Inventory Identified extension (https://www.fantasygrounds.com/forums/showthread.php?40686-Extension-Party-Inventory-Identified), you will need to use the version that I posted (https://www.fantasygrounds.com/forums/showthread.php?40686-Extension-Party-Inventory-Identified&p=606935&viewfull=1#post606935) until it gets updated offically.
* HOTFIX 2021-06-17: fix weight not recalculating when items are deleted
Click here to see raw code changes (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/compare/v1.0...v1.1)

Svandal
June 15th, 2021, 22:20
Fantasy grounds Unity, Windows 10. Lots of extensions, see bottom of this text. Latest live build of FG unity.

I know that we dont have all the extensions updated in this session, and I know that this might be a long shot. But we have had some weird problems in our games.

The game works well until a certain point. then somebody gets error messages when they try to attack a token. This person gets error messages, but everybody else can attack the token just fine.
The problem goes away for that player if he logs out and in again.
If the DM gets the problem we shut down FG and log back in, the problem dissapears.
It looks like to be random who gets this problem, and it is random when it occurs.

I am guessing that one of our extensions has some problems with memory, and cleaining up objects.

The extension we used this time was these extensions:
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nAmmunition Manager v1.16:\nThis extension aids in tracking whether ranged weapons are loaded.
[6/15/2021 8:55:14 PM] EXTENSION: Extension (Extended AC Bonus Types) loaded.
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nUpgrade NPC Actions v1.18:\nThis extension replaces NPC spell effects and descriptions with those from the 'PFRPG - Spellbook' module, links maladies from PFRPG - Maladies Library, and adds tooltips to the built-in conditions.
[6/15/2021 8:55:14 PM] EXTENSION: Mirror Image Handler (includes Keen) v1.10 for Fantasy Grounds
[6/15/2021 8:55:14 PM] EXTENSION: Extension (Remove Effect Tag) loaded.
[6/15/2021 8:55:14 PM] EXTENSION: Token Height Indication v4.2 by GKEnialb
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nPFRPG Extra Stat to Saves v2.4:\nThis extension adds a second set of ability cyclers on the combat tab so that classes like paladins can add CHA (or any other ablity mod) to their saves
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\rPFRPG Spell Formatting v1.6:\rThis extension allows full formatting of the spell descriptions linked from the actions tab.
[6/15/2021 8:55:14 PM] EXTENSION: FORTIF, HRESIST, ghost touch, AoO tracker, save overlays and more, v.3.3.15.1, for 3.5E and PFRPG rulesets. \rCopyright 2021 Smiteworks.\rBy mr900rr (FFOS), darrenan (keen), phixation (bypass), tahl liadon (some icons), bmos (TQ descriptors), DCrumb (max tag) and Kelrugem.\rMany new effects and nice stuff :) (see forum :P)
[6/15/2021 8:55:14 PM] EXTENSION: PFRPG - Enhanced Items v4.21\nFor Fantasy Grounds v3.3+ and the Pathfinder Rulesets\nBy Llisandur, based on the work by Sciencephile and Jwguy with contributions from rmilmine
[6/15/2021 8:55:14 PM] EXTENSION: Customised Item Generator v1.3\nFor Fantasy Grounds 3.3+ and the 3.5E and Pathfinder rulesets.\nBy Faelwen with modifications by rmilmine and bmos.
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\rPFRPG Live Hitpoints v2.3:\rThis extension automates changes to hitpoints based on an ability score.
[6/15/2021 8:55:14 PM] EXTENSION: Has Initiative Indicator v1.5 - CoreRPG+ version.\rBy Celestian, 2018
[6/15/2021 8:55:14 PM] EXTENSION: Combat Modifier Calculation: Automatically calculate modifiers for flanking, range, and shooting into melee
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nPFRPG - Extra Actions v1.1
[6/15/2021 8:55:14 PM] EXTENSION: Aura Effects - Extension v1.1-hotfix.2\r--by Kent McCullough 2020 updated by SoxMax and bmos

bmos
June 15th, 2021, 22:34
Fantasy grounds Unity, Windows 10. Lots of extensions, see bottom of this text. Latest live build of FG unity.

I know that we dont have all the extensions updated in this session, and I know that this might be a long shot. But we have had some weird problems in our games.

The game works well until a certain point. then somebody gets error messages when they try to attack a token. This person gets error messages, but everybody else can attack the token just fine.
The problem goes away for that player if he logs out and in again.
If the DM gets the problem we shut down FG and log back in, the problem dissapears.
It looks like to be random who gets this problem, and it is random when it occurs.

I am guessing that one of our extensions has some problems with memory, and cleaining up objects.

The extension we used this time was these extensions:
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nAmmunition Manager v1.16:\nThis extension aids in tracking whether ranged weapons are loaded.
[6/15/2021 8:55:14 PM] EXTENSION: Extension (Extended AC Bonus Types) loaded.
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nUpgrade NPC Actions v1.18:\nThis extension replaces NPC spell effects and descriptions with those from the 'PFRPG - Spellbook' module, links maladies from PFRPG - Maladies Library, and adds tooltips to the built-in conditions.
[6/15/2021 8:55:14 PM] EXTENSION: Mirror Image Handler (includes Keen) v1.10 for Fantasy Grounds
[6/15/2021 8:55:14 PM] EXTENSION: Extension (Remove Effect Tag) loaded.
[6/15/2021 8:55:14 PM] EXTENSION: Token Height Indication v4.2 by GKEnialb
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nPFRPG Extra Stat to Saves v2.4:\nThis extension adds a second set of ability cyclers on the combat tab so that classes like paladins can add CHA (or any other ablity mod) to their saves
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\rPFRPG Spell Formatting v1.6:\rThis extension allows full formatting of the spell descriptions linked from the actions tab.
[6/15/2021 8:55:14 PM] EXTENSION: FORTIF, HRESIST, ghost touch, AoO tracker, save overlays and more, v.3.3.15.1, for 3.5E and PFRPG rulesets. \rCopyright 2021 Smiteworks.\rBy mr900rr (FFOS), darrenan (keen), phixation (bypass), tahl liadon (some icons), bmos (TQ descriptors), DCrumb (max tag) and Kelrugem.\rMany new effects and nice stuff :) (see forum :P)
[6/15/2021 8:55:14 PM] EXTENSION: PFRPG - Enhanced Items v4.21\nFor Fantasy Grounds v3.3+ and the Pathfinder Rulesets\nBy Llisandur, based on the work by Sciencephile and Jwguy with contributions from rmilmine
[6/15/2021 8:55:14 PM] EXTENSION: Customised Item Generator v1.3\nFor Fantasy Grounds 3.3+ and the 3.5E and Pathfinder rulesets.\nBy Faelwen with modifications by rmilmine and bmos.
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\rPFRPG Live Hitpoints v2.3:\rThis extension automates changes to hitpoints based on an ability score.
[6/15/2021 8:55:14 PM] EXTENSION: Has Initiative Indicator v1.5 - CoreRPG+ version.\rBy Celestian, 2018
[6/15/2021 8:55:14 PM] EXTENSION: Combat Modifier Calculation: Automatically calculate modifiers for flanking, range, and shooting into melee
[6/15/2021 8:55:14 PM] EXTENSION: (LINK)\nPFRPG - Extra Actions v1.1
[6/15/2021 8:55:14 PM] EXTENSION: Aura Effects - Extension v1.1-hotfix.2\r--by Kent McCullough 2020 updated by SoxMax and bmos

A few of your extensions are out of date, but I think all you're experiencing is a networking issue since those are the first errors I see.

ChrisRevocateur
June 15th, 2021, 23:14
A few of your extensions are out of date,
Forge can't get here fast enough.

Diamonds
June 16th, 2021, 18:33
Forge can't get here fast enough.

What are you referring to? What's Forge?

ChrisRevocateur
June 16th, 2021, 18:42
What are you referring to? What's Forge?

Its a feature they're working on to add to FGU that will automatically update extensions that the extension author has signed up to be part of Forge.

I'm not sure, but I think they're also setting up as an extension marketplace so that extension authors that want to sell their work don't have to aim at D&D 5E (since that's a requirement to be selling something on the DM's Guild website, the only place currently allowed to sell extensions).

bmos
June 21st, 2021, 12:40
Party Item Weight (https://www.fantasygrounds.com/forums/showthread.php?69117-CoreRPG-Party-Item-Weight) v1.2 (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/releases/tag/v1.2)
* Fix weight column overlapping unidentified item name on client view
* Center item weight in column
* Fix tabbing between columns
Click here to see raw code changes (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/compare/v1.1...v1.2)

bmos
June 24th, 2021, 18:05
Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.2 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.2)
* Fix strength score changes not updating carrying capacity
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/compare/v1.1...v1.2)

Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.3 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.3)
* Better potential fix for empty effect lines being left in combat tracker
* Code improvement
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.2...v1.3)

Zarestia
June 24th, 2021, 18:21
What are you referring to? What's Forge?

Look here for more information.

https://www.fantasygrounds.com/forums/showthread.php?69188-Forge-Subscription

EDIT: Arghh, I was viewing not the last page in the thread ...
EDIT 2: Thanks bmos for all the hard work, your extensions really ease my and my player's life :)

bmos
June 24th, 2021, 18:45
https://www.fantasygrounds.com/forums/showthread.php?69188-Forge-SubscriptionThanks for sharing this. I had totally missed that it was already implemented in the updater! How exciting!


EDIT 2: Thanks bmos for all the hard work, your extensions really ease my and my player's life :)You're welcome!

bmos
June 24th, 2021, 22:30
Spell Failure (https://www.fantasygrounds.com/forums/showthread.php?60471-PFRPG-Spell-Failure-Extension) v1.6 (https://github.com/bmos/FG-PFRPG-Spell-Failure/releases/tag/v1.6)
* Damage, healing, effects will no longer prompt spell failure roll.
* Rolling 0 (via manual entry) will no longer cause script error.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Spell-Failure/compare/v1.5...v1.6)

kevininrussia
June 24th, 2021, 22:55
Now that you have the Aura technology down, what do you think about making an extension for auto flanking bonus? :-)

bmos
June 24th, 2021, 22:59
Now that you have the Aura technology down, what do you think about making an extension for auto flanking bonus? :-)

Already exists. https://www.fantasygrounds.com/forums/showthread.php?66441-Combat-Modifier-Calculation-Extension

bmos
June 27th, 2021, 15:33
Party Item Weight (https://www.fantasygrounds.com/forums/showthread.php?69117-CoreRPG-Party-Item-Weight) v1.3 (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/releases/tag/v1.3)
* Adds weight total to parcels rather than just party inventory
* Expand party inventory weight field to allow more digits to be shown
* Intelligently round inventory weight to maximize use of space
Click here to see raw code changes (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Weight/compare/v1.2...v1.3)

Party Inventory Identified (https://www.fantasygrounds.com/forums/showthread.php?40686-Extension-Party-Inventory-Identified) v1.2 (https://github.com/bmos/FG-CoreRPG-Party-Inventory-Identified/releases/tag/v1.2)
* Simplifies creation of parcels by providing easy way to ID/non-ID items.

Enhanced Items (https://www.fantasygrounds.com/forums/showthread.php?40602-Extension-Enhanced-Items-v4) v4.3 (https://github.com/bmos/FG-PFRPG-Enhanced-Items/releases/tag/v4.3)
* Housekeeping changes
* Feb 16 2021 ruleset updates
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Enhanced-Items/compare/v4.2.1...v4.3)

Sudain
June 27th, 2021, 21:26
Awesome, thank you for the updates!