Doktor Frankelrugem
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Doktor Frankelrugem
Thanks to Darrenan: There is now a single extension for height :) In the campaign options you find a new setting for adjusting the size :) Delete the versions height_medium and height_large :)
Here are some ideas for implementation on effects that lasts until end of a turn, and a bunch of other stuff. I have only read the forum post and not the code itself.
I am posting this here because I think there have been a discussion about this, and I hope I can inspire some of you extension guys that makes our FG lives much better.
https://www.fantasygrounds.com/forum...Combat-Effects
This extension have to have some implementation conflicts with at least the players can remove extension since both use their own STACK effect, this is the reason I have not tried the extension myself.
Thanks :)
I already have similar things in plan for some time, but I probably tend to implement certain things as in the 4e ruleset, avoiding more and more tags in effects (because longer strings will add up to the performance) :) But we'll see :D Not sure yet when I have to time to actively code something bigger again :)
So, the best would be to extend the effects' system and UI for a better implementation of logic :) (at least that is what I'd like to try)
I just realized that I forgot to add the "new" buttons from the toolbar to the overlay packages :) (there were recently somewhen an update about adding a button for player preview and shortcut visibility)
I am not available this weekend but I add those soon, too :) Extension still compatible, you just won't see these buttons in the toolbar, only in the image sidebar :)
Please redownload the overlay packages :) I have added the patch stuff about the new shortcuts in the toolbar from some FG patch last week, and I improved compatibility (thanks to SoxMax) :)
I hope that the StrainInjury with the alternative icons finally works again, please let me know
By the way, I am actually already working on new extension stuff :) It is not about new features, I just think about a better representation of all the features in my extension, such that we can go away from forum posts a bit (at least for reference) :) Basically like the cheat sheet, but extended and not as pdf
Afterwards I probably go finally back to my project about the skill actions etc. :)
*dances around happily*
Hey, I might be really dumb, but where is the extension for just the effects?
Yup, everything in the overlay package (and antimagic to be complete) :) It was just too much maintenance to keep everything separated because the features depended on each other. Hence, as Bmos wrote, I added settings in your campaign options to turn off any extra (the automatic flat-footed on combat start and the overlays; these settings default to off, so, if you do not want to use those, you do not need to do anything) :)
Notice about the flat-footed thing. Should I for any reason forget to remove the flat-footed effect on actors (or just get a full round clicking on "next"), the flat-footed status not only does not get removed, but it stacks with any new flat-footed effects coming from the "roll for initiative" thing
That sounds like an incompatibility issue :) The flatfooted effect just lasts for one round, so, there is actually no need for you to remove it, it is automatically removed once the actor starts their first turn
whether or not it stacks depends on how the flatfooted effect is written, one may use a hyphen, the other one not, and therefore two effects. But they should not stack in sense of values. If there is such a stacking, then this is another incompatibility :)
What is this "roll for initiative" extension? I never heard of it for 3.5e/PF1 :)
For the moment you need to turn one of both extensions off :)
It should last for one round, but it's set to last "0" rounds and it gets auto-removed from the tracker when turn happens. So if I don't let it run its course, it ends up staying forever XD and roll for initaitive is when I click the tracker and roll initiative for everyone o.o
I just tested and it works correctly for me, all flatfooted effects have duration 1 :)
Are you sure you do not have any other extensions? (there is an roll for initiative extension for 5e, therefore I thought you speak about something like this :D)
If you use any other extension, then you know the drill :P Please turn them all off but the overlay package and test again; then it should work, which means there is an incompatibility with some other extension :) Did you recently add a new one?
Ahahah okay, I'll take a look then :D
My extensions are all on the forge now which just got released :) Please use the extensions from the forge now; I am actually already a bit longer on the forge and you should see that I put more concise and detailed descriptions and tutorials about my extensions :)
Most important: All extensions have now a new name except the theme :) The full overlaypackage is now the extended automation and (alternative) overlay extension :) And all extensions have now the prefix Feature: in front.
That means: Download the extension from the forge. The file name is still the same, so, your older versions will get overwritten. But you may need to toggle my extension(s) again because of the new name :)
Also: The extended automation versions have a new feature! :D The parsing of NPCs got improved: Spell/magic immunity will add an additional SIMMUNE effect, and all the informational immune effects about charm, poison etc. will now parse as IFTAG: [tag(s)]; SIMMUNE effects :) (at the end of an effect string)
Let me know whether you like the new description of my extensions :) I worked a lot on these, they should be much more concise now (like the cheat sheet) such that you do not need to read the threads anymore which got cluttered :) I will use these threads now only as announcement and bug threads, for feature descriptions the forge is probably easier :)
You can also give a rating to my extensions in the forge if you want :) If you want to find my extensions: Search for Kelrugem in the forge, then it should list all of mine :) (12 at the moment)
Or even easier: There is a link to my forge profile listing all extensions: https://forge.fantasygrounds.com/crafter/2/view-profile :)
and special thanks to bmos for creating my extension logos :)
By the way, how many of you still use FG classic? For those I certainly still need to upload manually to the forum, too :)
And to clarify: Here was once a talk about that I extend the cheat sheet to a full description/tutorial of my extensions; I rather did that now on the forge's websites :) If there are good reasons to do that in the cheat sheet, then let me know :)
I will probably keep the cheat sheet if there is still a desire for that, but you may realize that the forge website contains similar information :) (although the cheat sheet has effects of all extensions alltogether; but only antimagic.ext has a separate effect stuff, so, not that big extra advantage)
I think the forge is a better central "source of authority". It's clear and you can update it one place and people don't have old copies with out-of-date info.
Yeah, makes sense :) Then I will probably move completely to FG forge; however, FGC users cannot make use of the forge, so, the ext files may still need to stay on the forums, I guess.
I just know of Asgurgolas who keeps playing on FGC: @Asgurgolas, did your move to FGU finally work out? :) (same question for anyone who still uses FGC :D)
I am still using FGC for one of the games I'm running, mainly because I don't want to switch mid-stream. But we're almost at the end of the AP.
I'll try to figure it out in the coming weeks. Is there a way to tell it NOT to update automatically? Especially the overlay extension, since every time I have to open up and alter a couple files as you taught me XD
Well I can do it myself easily (incredible, coming from me XD): In the end I only change the images from the overlay (which is not a problem) and add "immune: precision" to undead, constructs, elementals plants and oozes (since my campaign is choke full of undead and some player just made a ninja character...)... it's just that if it updates automatically, I might not notice when it happens and it's annoying to stop a session when I notice, close FG, edit the files, and re-launch everything
The Immune: precision one is something I surely need to add, actually I updated the NPC parsing recently (in the forge, not yet uploaded here) and I didn't think about that :)
About different overlays: Maybe there is a way to merge all different possible overlays into one extension, but not sure yet how :D Maybe with the allowance of in-built user customization
(but now my extended automation extension is split over four entries in the shop, I may need to deactivate the alternative overlay ones if I am able to merge that. I'll see)
hahaha it's not that vital.. I mean, the overlays I use are actually the first ones you ever put... and it's a minor issue compared to the precision thing anyway... oh well I'll try it out
Sooo, there are new versions of the overlay extensions in the forge: For 3.5e the NPC parsing now also considers sneak attack/precision immunity :)
And there was a small bug fix: Keen didn't work with IFTAG, now it does :)
@Asgurgolas: Now you do not need to edit the extension anymore, except maybe for your overlays, but the new ones of tahl_liadon are nice :)
@Kelrugem with the whole icons thing it might be easier for you and others to just have 2 versions of your extension, the normal one and the strain/injury one. Then tahl_liadon's icons could be an extension for your extension which just has new overlay images. This would also let others upload their own extensions to yours with more diversity of icons. It would also mean when you push updates you only have to update 2 Forge entries rather than 4 :P
I also thought about that at the beginning but decided against that such that people do not need to download graphics twice (my extensions plus the modifying extension) :) I am rather a fan of consolidated extensions to reduce the number of extensions one needs to activate :D (but yes, now with the forge the advantage would have been that I just have two forge entries; now these and the subscribers are split among more entries :D)
But this should still work :) One just needs to make sure that the loadorder is higher than my extension :D
I have added this list to the third post such that I do not get lost with what I want to add in the next update of the big extension :) (but no guarantee)
If you ever think there is something missing, then please let me know :)
About the opposed skill stuff: I am currently adding a lot of homebrew thingies to my campaign for making martial arts way more attractive (like parts of https://dnd-wiki.org/wiki/Tome_of_Pr...5e_Sourcebook)), hence, I am still thinking about the "best" implementation of opposed skill rolls depending on what feats and stuff players and NPCs can have. If something is completely homebrew and not reflected in any official source, then I would not add such a mechanic to my big extension of course (maybe instead release a separate extension for my homebrew thingies).
With that I want to say: If you have anything to say what I would need to think about the opposed skill roll stuff, then please let me know (again) :) I know that Svandal had once some suggestions, but I may need to find these posts again :D
But: The opposed skill roll stuff probably takes a lot of work, so, do not expect it too soon :) (depends on once my current life is a bit more structured such that I feel well enough again to spend time on coding)