Fantastic, downloaded the newer version, and it works perfectly :)
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Fantastic, downloaded the newer version, and it works perfectly :)
For future reference, here is how to find out when the post was last updated.
Attachment 45160
I am getting the same ActorManager2 errors mentioned downthread. I used the link in post #1 but it only gave me version 4.2 not 4.9. And I am still getiing the errors the moment I click on the actions tab on a character sheet. Any thoughts as to why?
Do not use the github link unless you are very experienced with extensions and know what you are doing. I often will be working on code and leave the beta's up there. The github is more for other developers to review/pull from. Not to download. "stable", such that it is, will be on the first post.
The extension in the first post is 4.9.
If you show another version you are installing the new one in the wrong place or have a extracted version (in a folder).
Rats. I changed a hundred NPCs. I reverted them to the originals, but it appears that their "Effect Features" were not cleared and now the tags I had on the changed creatures are gone. Is there a way to erase "Effect Features" from all NPCs?
Hello, I am using this for unique weapons in my game. I set up a weapon that deals additional damage if it is a fiend or undead using [IFT: TYPE(fiend, undead); 1d4 radiant] works like a charm, but when the PC uses another weapon, it still applies the additional damage. Attachment 45862
Did I type something wrong where it would assume this was a global/universal effect vs. an item effect
i think you will need to unequip the special weapon?
I did not even notice that (going to have to do that with all my created weapons). Once I did that, the effect only worked when i used the weapon. Many thanks MrDDT :-)
Is it possible to have an effect for a item poison ( half damage if succeful save ? )
Ok through power therefore ! Thanks !
This is fantastic! Thank you so much for this. I'd be happy to throw you a few bucks if you publish this extension to DM's Guild.
I have to concur! This is one of the extensions I would say is a requirement for me and my group. Thank you!
Does this ext work with the current version of FGU?
Does this work in FGU?
I see the code contains references to "followon effects". What are these? Is this some behind the scenes thing or is it a feature I'm missing?
https://github.com/CelestianGC/Advan..._adnd.lua#L925
Hello, I have seen that there is an effect zone in the character sheet (not in the items). Can a character activate or deactivate an effect from his character sheet?
thx.
Attachment 48157
I am running this extension and getting the following error: attempt to index global "Actor 2" (a nil value)
Not sure what this means, but it occurred every time the Action tab is selected on the character sheet.
Thanks
Looks like you using the old one. 4.5 version. Were are on higher than that now.
Quote:
update 2.0: initial stable release.
update 2.2: Add option in Campaign settings to allow Players to edit effects on items in inventory if ID'd if enabled.
update 2.3: bug fix: variable collision with 5E ruleset ("Init" versus "Initiative") corrected.
update 2.4: added header titles for duration items (dice/mod/visibility/actiononly).
update 2.5: Bugfix. When GM and Player had the character sheet opened effects would be added and removed twice.
update 2.7: Re-worked effects application. Host client handles now. Mostly behind the scenes code but much more clean.
update 2.8: Bugfix: npc effect handlers for equip/unequip in CT works as intended now.
update 2.10: Bugfix: hidden/shown/id'd items not showing/hiding properly.
update 2.12: bugfix: AdvancedEffects drag/drop from one char to another and toggling ID
update 3.1: bugfix: issues with multipliers and weapon damage corrected.
update 4.2: Bugfix: issues with DMonly flags on effects.
update 4.5: Bugfix: Spell slot values on npcs were lost when dropped into CT.
update 4.7: Fix: Various tweaks for 5E 3.3.12 changes (versatile weapons)
update 4.8: Added support to coexist with extension "Situational Awareness"
update 4.9: 2021-02 updates
Thank you
I notice this in the image you have on the first post: [ATK:2] for [3 rnds] visibility [show]
Does that mean that it will show up on your character sheet on the combat tracker for that many rounds?
I have an item that when activated will grant an extra attack for a certain amount of rounds. Was wondering if the phrase used above show it on the combat tracker, like the durations of spells and such?
When the effect is applied (for example, the person equips the item) the duration will be set. Typically people set that duration to 0 for indefinite but the ruleset should honor whatever value is set... you just have to be aware when the effect is applied. In the case of a item, equipping it. If it's equipped when they are placed in the CT it will be on them then.
I've removed the download link in favor of the new Forge system... which is where you will find the current version moving forward.
Am I understanding correctly that Forge updates/downloads are for FGU only? How do we get this extension for FGC now?
Edit: I posted in the Forge subforum to check, Zacchaeus said that for Classic we still need to download extensions manually, so could we request a manual download link for the Classic version being put back up at some point Celestian?
Was trying to forge an Amulet of Protection from Evil and Good but can't seem to make anything work within the FG forge (in game, not the new extension Forge).....how would I use this extension to code this on an amulet for a player of mine? Fully prepared for being referred to a wiki or something to learn to do it myself (or even a video, if there is one - would be preferred). Thank you in advance for any help anyone offers. Thank you in advance.