You do realize all the countless hours Kelrugem puts into his extensions is all unpaid, volunteer work. Right?
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Relax my man, I'm not trying to pick a fight on an Internet forum
If you want a temporary fix:
1. Change Full OverlayPackage.ext to a zip file
2. Unzip it
3. Open \Full OverlayPackage\ct\ct_host_entry.xml in Notepad++ or some other text editor that can handle xml files
4. Delete everything between <!-- KEL Adding AoO --> and <!-- End -->
5. Save
6. Rezip the Full OverlayPackage folder
7. Change file type back to a .ext
This will get rid of the AOO tracker on the CT but you wont have that visual bug anymore.
Also sad to report the Auto Crit and Fumble rebroke. Throwing the same errors as before Kel fixed it just recently >_<
No rush tho Im just gonna disable it for now. Might dig into fixing it myself locally haha
the visual bug persists, in my case but I'll survive (all it does is to slide fields toward the right, it can be a pain but I'll rather have this than DMing without Kelrugem's extensions :P)
Thanks for the reports :) (and no worries, I didn't feel offended :) I appreciate the quick reports :) )
Yeah, there was just another bigger patch :) (https://www.fantasygrounds.com/forum...939#post661939) I just forgot to tell you all about that it might be published soon.
I sadly had no time yet to look at that :) I actually wanted to prepare my campaign this weekend, but seemingly I have to spend time first on updating the extension again, hehe :D
But as far as I see Bmos already fixed it for me, thanks to him :) It is already on GitHub and I try to review it as soon as possible so that I can push an update sooner than later :)
(but now I am sitting at work and afterwards I have a Chinese language course, so it may take a while)
I sadly cannot push any updates today; I just spent updating all extensions in the last two hours, but especially StrainInjury needs a lot of updating right now. (I need to re-understand my code also a bit) I am not yet sure when I will find time for it, I am sorry :/ I hope I can find time for it this weekend. If you can, do not update FGU yet
Sorry for the inconvenience
(though it still looks like that I do not need to do too much, it is more like that I needed time to understand the code again :) )
New updates available, everything should be fixed now :) Compatibility cured, also thanks to Bmos for pointing out to me how the new CT code looks like so that it saved me time looking at code :) I mainly had to manage the code for the StrainInjury variants then
The height extension got unlisted, please use the height extension of GKEnialb instead, it does the same and more :)
Yes, Xičxič nǐ!
Thank you so much! You're the real hero :D
Thanks all for the words :o
Thanks for the rapid update!
4 day work weeks would be the way to go. When I was a cop, I worked a 4 on / 3 off schedule that was the best.
Hehe, yeah, 4 day work weeks would be even better :D
Moved the REVERT subject here, sorry to post in the wrong thread. I would be happy to remove the automatic parsing of the undead adding REVERT to them. I am never going to cast a positive energy heal on an undead expecting it to heal them, so I don't need the backup of that. I can take positive damage type off of channel energy, but I would rather not since there may be resistances and vulnerabilities on things other than undead.
hehe, I can add this as feature request, but it should actually not be needed. As far as I remember, the spell resistance of NPC sheets already parses into the SR number field in their CT defense section :) The spell check roll uses that number field, so it support this automation and is not just informational :)
Currently I am finishing a research project which was rather big (it was just one year project, but the paper has already the size of my thesis; may have to split it into several papers :D), hence I am currently rather busy, but at latest afterwards I can add that parsing option if I am not able to squeeze that in earlier :) (I hope that is okay)
After that paper I will take holidays and then I can hopefully prepare my campaign again :)
Removing the auto parsing works for me. If I need that functionality, I can always add it manually.
We had a weird bug occur in a game last night. If you make an effect for caster level +2 (CL:2) with a duration of single action or 1 roll, as soon as you start to drag another effect on to the combat tracker, the CL effect expires. It happens just as the second button is dragged out of the action area of the character with the CL effect on him. I tried it with some other effects, like SKILL and DC, but they didn't disappear. It happens on NPCs too, but it only happens when the character with the effect is adding any other effect.
I tested it on a campaign with only the extended automation extension loaded.
Just tested and confirmed that issue.
Here's my assumption:
When you drag an effect out of the actions tab, onSpellAction checks for your caster level bonus. Because it's now been used, it expires.
If correct, this means you need a method of parsing effects that doesn't remove effects that have expired.
I have done this in Live Hitpoints and some other extensions: https://github.com/bmos/FG-PFRPG-Liv...ect_35E_DS.lua Since you alread overwrite getEffectsBonus, maybe just add a boolean argument after rEffectSpell that bypasses expiry?
I'm having trouble adding the CL or DC effect when using IFT. For instance, the effect CL: 2; DC: 2 works fine by itself, as does IFTAG: spell; CL: 2; DC: 2, but when I try IFT:TYPE(outsider); CL: 2; DC: 2 - it doesn't add the increases to CL or DC. I've also tried IFT: TYPE(outsider); IFTAG: spell; DC: 2; CL: 2 as well as IFTAG: spell; IFT: TYPE(outsider); DC: 2; CL: 2. This is the only extension that I'm using.
This is for a 3.5e campaign.
Anyone have any ideas...or is it not supposed to work with IFT?
Ah...well, I'm sure I read that at some point but just forgot - thanks for the reminder :D
Do you know any way to make what I'm trying work? Another extension maybe? There's a prestige class that gives the caster a +2 CL and +2 DC to spells when the target is an evil outsider and I'd like to have an effect that automatically handles that instead of manually adjusting each time.
I put this in the advance character sheet forum post #27 but thought i should link it here as it includes 3 extensions. Any combo of 2 of the 3 works.