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bmos
July 28th, 2020, 20:44
This 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 (like what you can already do with AC ability stat).

Extension Homepage, README, and Codebase (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves)
FantasyGrounds Forge (https://forge.fantasygrounds.com/shop/items/39/view)
Ext Files and Changelog (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases)
License Information (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/blob/main/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports). To ensure you're kept informed of future updates, either subscribe to that thread (for updates to all my extensions) or create a GitHub account and follow the specific repository of each extension you use. Or just check the releases linked in the first post of the thread periodically.

bmos
July 28th, 2020, 20:45
Stop me if I make too many of these :square:

Asgurgolas
July 29th, 2020, 03:51
stop me if i make too many of these :square:

i will nevah stahp j00!

Kelrugem
July 29th, 2020, 04:04
This 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 (like what you can already do with AC ability stat).

Extension Homepage (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves)
Download (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases)
License Information (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/issues)

If you find this extension of value and would like to contribute to my work, please consider joining my Patreon (https://www.patreon.com/bmos).

I shortly tested and may have found a bug (or something not intended): When I take a second stat, then effects are not respected of that stat :) E.g. I take STR as second stat for Fort saves, then STR effects are not changing my fortitude as they maybe should :)

bmos
July 29th, 2020, 11:06
I shortly tested and may have found a bug (or something not intended): When I take a second stat, then effects are not respected of that stat :) E.g. I take STR as second stat for Fort saves, then STR effects are not changing my fortitude as they maybe should :)Oh, weird! That nearly defeats the point of this extension (since fixed bonuses are easy to add manually) :D

I will see how to resolve. Thanks for noticing that!

bmos
July 29th, 2020, 20:20
Here's v1.0.1 which includes the effects to the second stat as well (doh) :)

bmos
August 4th, 2020, 11:37
v1.1.0 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v1.1.0)

On leveling up, class and level are checked. If the player character is a 2nd level or higher paladin and the 2nd save bonuses have not already been set to something, the second set of save save bonuses are set to charisma.
Also added extension version to on-load announcement so users can more easily tell if they are up to date

bmos
October 11th, 2020, 23:54
v2.0 is now released (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.0)
I realized my save-versus-tags compatibility workaround of using xml scripts was less than ideal.
It made the scripts not run when the combat tab wasn't open (which meant that the effect bonuses to saving throws didn't always get added correctly).

I rewrote the whole thing 'the right way' without breaking compatibility with Save Versus Tags and FullOverlay Package (I think).

NOTE: if you have numbered entered in the Misc column, you will have to manually migrate/re-enter these numbers.

dellanx
October 12th, 2020, 10:27
v2.0 is now released (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.0)
I realized my save-versus-tags compatibility workaround of using xml scripts was less than ideal.
It made the scripts not run when the combat tab wasn't open (which meant that the effect bonuses to saving throws didn't always get added correctly).

I rewrote the whole thing 'the right way' without breaking compatibility with Save Versus Tags and FullOverlay Package (I think).

This is a screenshot before using this extension.
40160

The bonuses from items are in "Mics" column.

It would be great to itemize these SAVES like the "Drain permanent bonus" extension for stats.

In the next screenshot with extension loaded, the "Misc" bonuses are zeroed out, but the totals are the same.
40161

Thanks!

bmos
October 12th, 2020, 11:48
It would be great to itemize these SAVES like the "Drain permanent bonus" extension for stats.
I'm not going to do the subwindow/list aproach as you can already do this via effects ("SAVE: 4 enhancement, will" for example) with automatic stacking.

With extension loaded, the "Misc" bonuses are zeroed out, but the totals are the same.Ah, yes; I see what happened with the misc bonuses.
I have released version 2.1 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.1) which takes care of bringing over the misc bonus for those who were using v1.X.X and have also restructured it to keep the misc bonus for those who were not using this extension previously.

dellanx
October 12th, 2020, 22:12
I'm not going to do the subwindow/list aproach as you can already do this via effects ("SAVE: 4 enhancement, will" for example) with automatic stacking.
Ah, yes; I see what happened with the misc bonuses.
Sometimes my players get confused too many items, etc. Overall it is not a to die for thing, PC Gen pr Hero Lab can track it for the most part. When using "Kelrugem" Anti Magic (https://www.fantasygrounds.com/forums/showthread.php?49350-Antimagic-(at-least-a-helping-tool)) extension it would be nice, would need less checking inventory to make the new effect.


Antimagic Field Armor; AC: -8 enchantment; AC: -4; SAVE: -5 resistance, will, fortitude; SAVE: -6 resistance, reflex; SAVE: -3 luck; STR: -6 enchantment; DEX: -2 enchantment; CON: -6 enchantment; CHA: -6 enchantment; ANTI

But I see what you mean keep up with that effect and it should be good. I noticed that enchantment was spelled "enchancement" in the "Ability Drain and Permanent" extension. it seems to work. I left my effects as enchancement for now,


I have released version 2.1 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.1) which takes care of bringing over the misc bonus for those who were using v1.X.X and have also restructured it to keep the misc bonus for those who were not using this extension previously.
Thank you!

bmos
October 13th, 2020, 00:07
But I see what you mean keep up with that effect and it should be good. I noticed that enchantment was spelled "enchancement" in the "Ability Drain and Permanent" extension. it seems to work. I left my effects as enchancement for now,That's really weird! It doesn't say that on my FG campaign, so it might be another extension you're using?

Regarding keeping track of the effects of many items (a problem I am very familiar with with my 16th level players), it gets a lot easier with rmilmine's extension (but then Kelrugem's save versus tags doesn't work yet).

dellanx
October 13th, 2020, 01:02
That's really weird! It doesn't say that on my FG campaign, so it might be another extension you're using?

Regarding keeping track of the effects of many items (a problem I am very familiar with with my 16th level players), it gets a lot easier with rmilmine's extension (but then Kelrugem's save versus tags doesn't work yet).

I think I was misreading "enhancement", for some reason always thought it was "enchantment" LOL. Me bed, just got confused. Thanks!

bmos
February 19th, 2021, 12:36
Updated for feb 16th update.
v2.2 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.2)

bmos
February 20th, 2021, 02:28
I made mistakes in updating my code (I had missed something).
Please download v2.3 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.3) if you have updated to current version of FG.

revanmaster
April 29th, 2021, 10:02
Getting a Script error now when double-clicking the saves, but can drag to get a result still, but same error.

Error that pops up: Script execution error: [string "scripts/manager_action_save_EStS.Lua"]:171:attempt to index global 'ActorManagaer2' (a nil value).

bmos
April 29th, 2021, 11:29
download the latest version of the extension (and probably any other extensions you use if you're that far behind with this one).

revanmaster
April 29th, 2021, 12:11
ok gotcha, weird that the one before didn't break until just this week though.

bmos
April 29th, 2021, 12:17
ok gotcha, weird that the one before didn't break until just this week though.

Perhaps you had been using Kelrugem's extension when it was not supported (which reverted your FG to pre-feb for most things).

revanmaster
April 29th, 2021, 12:24
It's breaking does line up with the update from that extension actually. So logic checks out for me.

cristmo
August 14th, 2021, 10:22
Found an error in script manager_action_save_EStS.lua, line 35:
sAbility2 = DB.getValue(nodeActor, "saves." .. sSave .. ".ability2", ""); -- bmos adding second save ability
should be changed in:
sAbility2 = DB.getValue(nodePC, "saves." .. sSave .. ".ability2", ""); -- bmos adding second save ability

Another thing: would it be possible to change Loadorder from 30 to 36? With 36, this extension would be completely compatible with Kelrugem extended automation and overlays (which has Loadorder 35 and overwrites ActionSave.getRoll and ActionSave.modSave).

Thanks

bmos
August 15th, 2021, 14:53
Found an error in script manager_action_save_EStS.lua
wow, I wonder how long that has been broken o.o
thank you!


would it be possible to change Loadorder from 30 to 36? With 36, this extension would be completely compatible with Kelrugem extended automation and overlays (which has Loadorder 35 and overwrites ActionSave.getRoll and ActionSave.modSave).Certainly. Eventually I hope to improve modSave_new as well so it calls modSave_old, but for now I will set it to 36.

Kelrugem
August 15th, 2021, 18:29
wow, I wonder how long that has been broken o.o
thank you!

Certainly. Eventually I hope to improve modSave_new as well so it calls modSave_old, but for now I will set it to 36.

I think the StrainInjury and/or the alternative overlay version has loadorder 36 instead, so, 37 may be even better :p (thanks :) )

bmos
August 15th, 2021, 19:04
So I just did more testing and it doesn't seem like the loadorder was the issue, although I have now set it to 37 just in case.
I had an issue with the order of an "if" statement so it was always treating the PC as if it was an NPC.
I also rewrote modSave_new as previously mentioned to append the existing output of any prior modSave_old.

Extra Stat to Saves (https://www.fantasygrounds.com/forums/showthread.php?60436-PFRPG-Extra-Stat-to-Saves) v2.5 (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/releases/tag/v2.5-hotfix.1)
* Fix typo that was keeping second stat from being added and prompting script error. Thanks to cristmo (https://www.fantasygrounds.com/forums/member.php?23595-cristmo) for reporting this.
* No longer requires inclusion of Kel's code to remain compatible.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Extra-Stat-to-Saves/compare/v2.4...v2.5-hotfix.1)