Kel is being too humble, he helped me design the process to add Effects from other extensions into the Effect Builder. Plus he has helped with bug testing of the Effect Builder.
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Kel is being too humble, he helped me design the process to add Effects from other extensions into the Effect Builder. Plus he has helped with bug testing of the Effect Builder.
Just in case you wonder about the "recently updated" notifications on Forge: I updated the forge descriptions :) The effects tables are a bit better sorted now, and I added the definitions for all the abbreviations like (D) (similar to the wiki) :)
Thanks to SoxMax: New updates for extended automation and its variants :) More features added with respect to its compatibility with the effect builder, like more support for the (N)PC tags :) (some tags like the dice ones as in STR: [-1d6] are not yet implemented into the effect builder :) )
(For information about the effect builder see here: https://forge.fantasygrounds.com/shop/items/457/view :) )
Hello Kelrugem, I hope all is well. Any idea on the impact of the updates released soon?
We're trying to keep on top of when we can update based on the extensions we use and yours are a huge part of our game experience.
Thanks in advance!
Rob
I think that my extensions are pretty safe regards the next beta/test release :) No complete guarantee, but I think my extensions do not need to be updated; and even if I need to update something, then it should be a pretty small change which I can then hopefully quickly do :)
(and thanks for the words :o)
The only problem may be that I move to Taipei on 28 Feb; if then this update is released and if I need to update a bit, then I might not be able to immediately look at it :) But as I said, I think there is not really any incompatibility right now :)
Hello Kelrugem,
can you please implement a small change to gently fail on cases where the function getDamageAdjust which you have overlaid with an extended version (and containing additional parameters) is called *without* those parameters? See here: https://www.fantasygrounds.com/forum...903#post640903
Many thanks!
The change would be:
Code:*** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
--- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"
***************
*** 1224,1229 ****
--- 1224,1236 ----
bApplyIncorporeal = true;
end
+ if not bImmune then
+ bImmune = {};
+ end
+ if not bFortif then
+ bFortif = {};
+ end
+
-- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
-- KEL add new output
if bImmune["all"] then
Thank you very much for looking at that :)
If I see it correctly, then this is for compatibility with BCE? Yeah, my damage code is heavily changed, I rewrote all damage codes in such a way that they have to go through the function onDamage (instead of applyDamage), then these variables are built and not nil which is why I didn't put any if-clauses there :) This is due to the possible fortification bypass of the code.
I can look at implementing that; but on one hand I am very busy right now (moving to Taiwan soon) and on the other hand BCE might be therefore still incompatible with my extension due to what I described above. IMMUNE and FORTIF effects are checked in the function onDamage in my extension, so even if I solve these nil errors, the IMMUNE (and FORTIF) effects might still not work anymore if BCE and extended automation is loaded. They may not throw an error anymore, but the effects may be then simply ignored. I can try it out, but I think that this will sadly not fix the problem. BCE would probably need to channel their automation through onDamage instead to be compatible with my extension, I think. However, I may be wrong in that :)
(To change my approach via onDamage may be difficult and would need a major rewrite; not sure if it could be solved altogether from my side because the onDamage approach was needed for FORTIF)
Just a reminder: Next week may be the next bigger patch and my extension(s) may break then. At that time I am moving to Taipei, so, I may be too busy looking at that immediately.
I actually wanted to look at updating my stuff today, but because of the war in Ukraine I didn't find the mood doing so. And probably won't in the next days
I want to take the opportunity to say a little bit about that: I am not an expert, but this is not a war between West and East. This is a war between democracies and autocracies/fascist states.
Hence: Care about each other, show solidarity to anyone supporting our democratic systems and who is in need of help. Stand up against anyone who wants to create an autocracy and attacks human rights. It is now more important than ever to stand up, and observe that there is a reason why many members of right-wing parties don't criticize Putin's move; ask yourself why certain political parties favor Putin's approach and do something against this, don't look away and don't accept this. Don't let the democratic voice die. The idea and success of a democracy is what autocrats like Putin truly fear since it can quickly spread over borders, which is also why he attacks Ukraine. Hence it is our job to keep up the democratic voice and one of the best and most effective things we can do now (especially as non-politicians with limited options). We need to act and improve as democracy, with regard to foreign affairs but also domestically. Regardless how far away you live, this whole subject and current ongoing is something everyone should care about
Take care!
The new bigger patch just dropped; I try to update my extensions as soon as possible, but I am still in my move to Taiwan (currently in a quarantine hotel, but I need to catch up some work right now)
(but the my extensions should not be affected that much; so, I think you do not need to worry if you already updated)
Good luck with your new office and the move. Enjoy some new food!
Rob
Soo, next week I may be able to push updates :) (moving from my quarantine hotel into my flat then) Actually, there is soon some sort of minor/major patch next week again, so, it might be actually better that I waited with the updating, to avoid updating everything twice in a short time interval :D
I'll be waiting happily, then :d
I've been playing around with default effects that get automatically created for creature types and have found some items that seem to be missing (at least from a Pathfinder 1E perspective). Below is the results from my testing. The line identified as 'Kel' is what is currently being created for the trait. The line identified as new is what should be created based on the details of the trait from the pathfinder rules. The header of each section shows the difference. Not sure if these we omitted on purpose but wanted to share what I had found.
Construct Traits -- Missing bleed, disease, stun
Kel - IFTAG: mindaffecting, death, necromancy, paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, disease, mindaffecting, death, necromancy, paralysis, poison, sleep, stun; SIMMUNE
Elemental Traits -- Missing bleed, stun
Kel - IFTAG: paralysis, poison, sleep; SIMMUNE
New - IFTAG: bleed, paralysis, poison, sleep, stun; SIMMUNE
Ooze Traits -- Missing mindaffecting, stun
Kel - IFTAG: paralysis, poison, polymorph, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Plant Traits -- Missing polymorph, stun
Kel - IFTAG: mindaffecting, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, paralysis, poison, polymorph, sleep, stun; SIMMUNE
Undead Traits -- Missing bleed, stun
Kel - IFTAG: mindaffecting, death, disease, paralysis, poison, sleep; SIMMUNE
New - IFTAG: mindaffecting, bleed, death, disease, paralysis, poison, sleep, stun; SIMMUNE
I have also found some default effects that get added automatically that are wrong and missing. It would be nice if these would be corrected:
(Pathfinder 1st edition ruleset)
Dragon and breath weapons in general
Spell resistance should not be allowed vs this
On save damage should be half
The dragon has:
IFTAG: sleep, paralysis, paralysis, sleep; SIMMUNE
The sleep and paralysis is there two times
All creatures:
The IFTAG, all the tags I have seen are doubled up now. See the dragon for an example.
Swarm traits.
Swarms that are tiny should have this effect:
HRESIST: slashing; HRESIST: piercing
Swarms that are dimunitive or fine should have this effect:
IMMUNE: bludgeoning; IMMUNE: slashing; IMMUNE: piercing
Swarms do have in all cases (or maybe 99% or cases) the distraction ability:
Distraction (Ex)
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.
Format: distraction (DC 14); Location: Special Attacks.
Whould then be nice to have this automatically added in the spell section.
Cast: Spell resistance not applied. Fortitude save negate.
Effect: Distraction; nauseated (1 round)
I believe we left off some because they weren't damage types at the time. Or I missed that they were valid damage types... :) I do know I skipped the mind affecting immunity on oozes because it includes an intelligence check to know if it's valid. We might could tie that into a check for the Mindless trait because that's what adds it.
Thank you :)
Yeah, the doubled tags seem to be an incompatibility with most current ruleset :) Sadly, there is so much going on in my life right now that I am not able to find time for coding right now. I hope I am able to take a look soon.
About the breath weapon though: I, as far as I remember, did not change anything with respect to these; breath weapons are not automatically created within this extension :) So, as in the base ruleset. Or was that a feature request to have an automatic parsing of a breath weapon for dragons?
Yes, my Upgrade NPC Actions extension creates a breath weapon action (although it can only parse for a few attributes). It is supposed to detect "for half" in the save description and make it do half on a save, so if that isn't happening just send me the statblock and I'll see why. Preferably in my thread instead of Kels :)
Just a small update: Sorry, I was not yet able to update anything :) My life in Taiwan is still so new that I am only able to catch up sleep once I have free time :D This weekend is an extended weekend in Taiwan, I may be then able to push updates, I hope :)
ok, I can't figure out the difference between these 2 and know which one we should be using... anyone able to help (I assume I am just tired and missing it)
Feature: Extended automation and overlays (first! :D)
https://forge.fantasygrounds.com/shop/items/1/view
And
Feature: Extended automation and alternative overlays
https://forge.fantasygrounds.com/shop/items/29/view
They just have different icons.
Alternate: https://forge.fantasygrounds.com/ima...9b6c9b5a41.png
Original: https://forge.fantasygrounds.com/ima...13fb73b3bd.png
wow... ok. LOL thanks
Hehe :)
The very first sentence of the forge descriptions (after the small text information) actually explains it :D
The language is not very helpful in understanding that sentence, unfortunately. Probably lost in translation.
Try this:
1. For a version with alternative icons for the status overlays instead of the original icons, see Extended automation and alternative overlays
2. For versions for the homebrew StrainInjury hitpoints system, look at StrainInjury plus extended automation and overlays and StrainInjury plus extended automation and alternative overlays.
So, a few things I have already updated last weekend :) Not yet finished (and I also need to look at several requests, too), but it is not like that it will be difficult to update the extension :) All the other extensions got already updated (like height) some days ago :)
GREAT! I'll update tomorrow then <3 (since I have a game tonight, I learned to NEVER update on the same day I play hahah)
Thank you!
Quick question, I just not sure if i missed anything that addressed this in the thread (It's freaking huge... LOL) ... but up to about 2 or 3 weeks ago, my "Alignment" effect now no longer works.
for example, if i had cast: "Protection from Evil", I had the effect like this
Protection from Evil; IFT: alignevil; AC: 2 deflection; SAVE: 2 resistance
Also, having the same isse with "Holy" & "Unholy" weapon descriptions when it comes to recognizing alignment for bonus damage....
but now, it seems that it no longer recongnizes "Alignment" ... and just applying it willy nilly. So, is there something that i messed up on or has it changed in someway?
would really appreciate any info to help me fix this.... thanks
===================================
BTW: i use these extensions (Forge), so i not sure if its due to lack up updates on some of them or if its just what not as to why only this effect has quit working
Extended automation and overlays
Constant Effect Apply
Advanced Effects