Cool :D
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New update due to a small bug fix in save versus tags and its packages (about the new option to let the DC of an individual spell be calculated by another ability than the base ability of the spell class) :) See the save versus tags thread for more information :)
By the way, I finished the first chapter/book of my three-years-old campaign and I am doing now some break of DMing :) I still will update these extensions of course but it may be a bit slower than usual because I am not using the extensions on my own at the moment :) (but later of course again after my break/preparation of the next chapter :D)
Yesssssssssssssssssssssssssss ;d
Due to some bug fix of darrenan for the mirror image handler (thanks Darrenan :) See here: https://www.fantasygrounds.com/forum...l=1#post475227 ) I have updated the following extensions:
Advanced 3.5e and Pathfinder
AoO
Advanced 3.5e and Pathfinder with AoO
Full OverlayPackage
StrainInjury with advanced 3.5e and Pathfinder
StrainInjury with Full Package
StrainInjury with Full OverlayPackage
Please update when you use one of these together with the mirror image handler :)
The following extensions had to be updated to 3.3.10, please redownload them after FG 3.3.10 (next week probably) got released:
Advanced effects
Advanced effects with AoO
Height
Full OverlayPackage
Everything with StrainInjury
Sorry for the minor updates in the last time, due to the finishing of my PhD end of this year (probably) I do sadly not have so much time at the moment; at the moment I only maintain the extensions :)
But the following projects are been done (slowly) at the moment, at latest next year I have at least one finished :D
Opposed skill rolls
CL effect
(Very slowly) the advanced effects extension of Celestian for 3.5e
Have fun :)
Another small update for the height token, see here: https://www.fantasygrounds.com/forum...l=1#post478195 :)
Thanks to Blackfoot for making me aware of that function :)
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just wanted to say thank you for your contribution to the community!
Hi :)
Thanks to garrion_sw (he tested a bit) I now know that the overlay packages are probably incompatible with the Naval Combat Extension that comes with the Skulls & Shackles AP. When I found out how to solve this without the need to purchase the AP then I will let you know :)
Hi :)
I made everything with advanced effects and the strainInjury extensions compatible with https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-) :)
You can redownload these extensions if you also want to use this other extension (you still have to load them separately) :)
EDIT: The compatibility issue with the naval combat extension from Shackless Seas AP (or something like that) will take a bit longer; it seems that it is incompatible with most of my extensions and it is not a small extension. When I have more time I will do my best :)
All extensions with save versus tags (and the (dis)advantage extension) and advanced 3.5e/PF1 got an update :) See here, https://www.fantasygrounds.com/forum...l=1#post490890 and https://www.fantasygrounds.com/forum...l=1#post490886 :)
See this post (post #3 of this thread) :) I added some pdf about all the effects already coded :) Even I already had problems to remember all their definitions and therefore I hope this pdf helps :) I try to keep it updated when new effects are implemented (but it is only about the effects; stuff added besides them I did not summarize again)
I recently started using fantasy grounds, and started looking at the scripting for it.
I found your extension, I live it very much. Since I had difficulty figuring out how to get one working, I added something to yours and it's working.
I added a new ACCC effect. It's similar to AC but it only gives a bonus to AC during the critical confirmation roll.
I'm unsure if I've caught all possible situations, but it does appear to be working.
I was wondering if you could add something like this to yours, that way when you next update yours I don't need to figuring out again where to add it.
Thanks.
Well, this has gotten rather complex. Complexity isn't bad, but requires more attention than I have properly paid in order to either fully understand, or fully use, the various combinations of extensions...
Having said that, I pulled out all the various Kelrugem extensions that I had previously included (since I was getting an error), and then followed the advice on page one of this thread to use the 'combo' extensions. With that in mind, I have enabled the "Full OverlayPackage.ext".
I am still getting the error I alluded to:
Script Error: [string "scripts/manager_actor2.lua"]:97. attempt to call field 'setDeathOverlay' (a nil value)
Any thoughts on this?
Thanks,
- s.west
p.s. Thanks for all the great work. I just need to get it all straight!
and important: FGC or FGU? My extensions are not updated for FGU yet :)
Greetings Kelrugem,
Thanks for your response.
My apologies for throwing out that error, and then not providing what I knew you would need, i.e. the other extensions I'm running. I did so just in case I got lucky and it was something about which you already knew.
Anyway, the reason I couldn't take the time to give you some context was that I was running up against our game's scheduled start time, and needed to get moving. So I disabled several items that I thought I could do without, and got things going.
However, it's so late now (we just finished our game a few minutes ago) that I'll have to put off properly answering the question until tomorrow.
So... Thanks again, and I'll get back to ya! : - )
- s.west
Oops... Forgot to answer the easy question: FGC.
No worries, I hope you had a good game :)
EDIT: Ah okay, FGC should normally work; then some other extension is overwriting my TokenManager2 changes which would explain the error message you get :) Do you use by any chance the naval ship combat extension? My extensions are certainly not compatible with that extension (if not, a list of your extensions is needed then :) Or turn off all other but overlay extension and test whether you still get the error. One user had once that error because the first download of the extension didn't completely work due to its size, and he had to download again, that could also help :) )
I reuploaded the full OverlayPackage with new overlays :) There is a separate version in the overlay thread (or StrainInjury thread when you combine it with that extension) with a different set of overlay icons :)
See here for more informations: https://www.fantasygrounds.com/forum...l=1#post498537
or https://www.fantasygrounds.com/forum...l=1#post445881 under Update3 to see the new overlays
Thanks to tahl_liadon :)
I finally got back to my office to figure out what was going on. There is a conflict with Markjan's, "PFRPG - Icones Effets.ext" (pardon my french), see his thread at https://www.fantasygrounds.com/forum...Icon-extension
He made a post in 2018 that it was broken for 3.3.5, and doesn't look like he's been able to update it lately. The last time I used it would have been in 2017. So I'll leave it off for the time being.
Thanks, again!
- s.west
But... and please forgive me for being so dense, but is "Full OverlayPackage with alternative icons.ext" probably the one I want?
Look at this post here: https://www.fantasygrounds.com/forum...l=1#post445881
Scroll down to update3 and you will see two sets of overlays :) The alternative version uses the second sets of overlays :) So, choose one of both extensions whose overlays you prefer :)
@all users who also use the mirror image handler of darrenan:
Please redownload all extensions where the advanced effects and/or the AoO tracker are included :) There was seemingly still some incompatibility issue with mirror image handler, this is now fixed :)
When you do not use the extension about the mirror image handler: You do not have to do anything, just ignore this message :)
I just updated the pdf with some extra informations for the (dis)advantage effects :) such that you do not have to look in the save versus tags thread (since that effect is still somewhat in a test mode) :) I also increased the font size of the pdf to 11pt to make it a bit more readable :)
The way I did it was as follows: I added the following code to manager_action_attack.lua around line 514.
I'm sure there is a better way to do it, such as pull the ACCC mod out earlier, but not really sure where best to put it in the code.Code:elseif nDefenseVal then
-- The following was added or changed to allow for a defenders AC to be increased for any crit confirmation roll.
local nACCCMod, nACCCCount = EffectManager35E.getEffectsBonus(rTarget, {"ACCC"}, true, aAttackFilter, rSource);
if nACCCMod == nil then
nACCCMod = 0
end
if (rRoll.sType ~= "critconfirm" and rAction.nTotal >= nDefenseVal) or (rRoll.sType == "critconfirm" and rAction.nTotal >= nDefenseVal + nACCCMod) then
There would be circumstances where it would stack though.
https://www.d20pfsrd.com/classes/cor.../armored-hulk/
The Resilience of Steel ability from above doesn't give any stacking type and so would stack with everything.
This of course is why I made it as I'm playing an armored hulk. lol
No worries about naming me. I have a question though. Is there a way to denote on a weapon that the damage is for crits only? That is to say the damage only happens if a critical is scored.
I'm thinking it would be nice to be able to add items with like flaming burst directly to the weapon instead of as an effect.
yup, the damage type critical is doing that, but only works in effects as far as I know :) when you just add an additonal damage die in the weapon entry with that damage type then it will be always rolled; but DMG effects with that damage type will only be triggered on crits then :) Like DMG: d10 fire, critical; I want to convert the advanced effects extension of Celestian (5e), there it is possible to add effects which only work with a specific weapon to avoid that such effects have to be turned off for other weapons :)
And of course I will name you :D
Nice :) Yeah, many things of that directly work, but the effects stuff has to be exchanged due to that the effects manager are different, and it might be incompatible with my extensions, such that I will probably only upload a very big extension of that and my extensions (at some point in the far future; I sadly have no time to mess with such big projects now :D)