*keeps the extension in reserve, looking forward for that <3*
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*keeps the extension in reserve, looking forward for that <3*
@rmilmine,
I am starting to ask all community developers to consider making an explicit licensing statement on their work. It helps future community developers honor your wishes in regards to your work. Their is a discussion and some suggested licensing statements here; On Licensing & Distributing Community Content. Thanks for your contribution and for considering adding a licensing statement to your original post :)
is this compatible with the Advanced effects from Kel, and/or does it do the same thing, with such similar naming, it's hard to guess
ah, yes, RTFM, good shout, naming should change however, one could load/not load the wrong one by accident
I tried to keep the same name that the original extension this was based off of, from 5e. That is the only reason it has the name it has.
Hehe, no worries :) I was not aware of Celestian's extension (though my extension has not the "effect" tag in its name, so, roughly-speaking it is different :D)
By the way, I implemented now your suggested changes, but our extensions are still not completely compatible sadly. I think the reason is that both of our extensions overwrite parts of the EffectsManager35E. For full compatibility it may be needed to implement my EffectManager stuff into your extension; whenever I have time again I try to look at this and send you a solution. In the worst case I may need to make a combined version, if you allow me to :) (but that needs time since I am still fully in my thesis now again)
There was a small typo in the strings/strings.xml file of this extension. I was tipped off by the following warning in the FGU console at start up...
[WARNING] string: Must have a name attribute. ]Advanced Effects for 3.5E and Pathfinder] [strings/strings.xml]
In the strings.xml file the line <string name="check">Check</string> instead had <string bane="check">Check</string>
.
sadly lol thx
Greetings,
Since this thread is about Effects and such, rather than open a whole new thread for my question I'll just ask it here. You guys have been thinking a lot about Effects, so you probably know the answer off the top of your head.
I find a Modifier for Saves, called... wait for it: SAVE. But, what about the kinds of Saves? In other words, why are there not the following Modifiers: WILL, FORT, CON (or CONS)?
Thanks!
- s.west
Unlike ability score bonuses like STR and DEX where the thing being increased is the name of the effect, saves are increased by a single effect with different tags after the bonus "SAVE: 2 will" (or whatever type you want). Also you can write it as "SAVE: 2 enhancement,will" if you want to give it a type (so that multiple bonuses stack correctly).
If you're learning about effects for PFRPG/3.5E, this will help a lot.
The examples here should also be very informative.
Posting so I'll get an update if/when someone works on this integration. Stay awesome, and thank you all for your hard and diligent work! :D
Hi all,
I hope this is an appropriate place to share this.
Here are a few effects I have added to the custom list.
Augment Summoning; CON: 4 enhancement; STR: 4 enhancement (note that this will not update hp based on Con)
Bane Weapon; ATK:2; DMG: 2+2d6
Bleeding; DMGO # (replace the # with a set number or dice expression)
Celestial (HD 1-4); RESIST:5 cold; RESIST:5 acid; RESIST:5 electricity
Celestial (HD 5-10); RESIST:10 cold; RESIST:10 acid; RESIST:10 electricity; DR: 5/evil
Celestial (HD 11+); RESIST:15 cold; RESIST:15 acid; RESIST:15 electricity; DR: 10/evil
Fiendish (HD 1-4); RESIST:5 cold; RESIST:5 fire
Fiendish (HD 5-10); RESIST:10 cold; RESIST:10 fire; DR: 5/good
Fiendish (HD 11+); RESIST:15 cold; RESIST:15 fire; DR: 10/good
I also expand Inspire Courage based on bardic level.
Thanks to all the hard work of folks who have submitted content, and I hope this post helps somebody.
That might be more helpful as a suggestion here.
This thread is for an extension that changes how effects work.
I have the latest FGU version and there are unfortunately constantly error messages with the extension. Will there be another update of this?
You might try having players flush cache and see if that fixes it.
This has not been updated to handle the new feb 16th update.
I'm planning to do it myself when I finish my upcoming Total Encumbrance work. At that time I will also bring over any new improvements from the original extension.
Advanced Effects v1.2-beta now available for testing.
I have tried to better document the code changes so Kelrugem can integrate it into FullOverlayPackage easier (if that's still the plan).
cool, thanks :) Yes, it is somewhen the plan; though I plan to rewrite effects a bit for better performance, also in order to integrate that :) (a little bit what Trenloe already did in PF2 with effect tracking in the sheet for example, extending on that; also for a later support of Aura and global effects etc. :) But until I worked that out it can take a while :D)
Advanced Effects v1.2 is done (I think) :)
Let me know if anything doesn't seem to work correctly and what extensions it's not compatible with.
I have loaded the FG-PFRPG-Advanced-Effects.ext into FGU, but unfortunately I can't find out how to use it. Can you explain this briefly please?
With the extension I wanted to generate a Potion (Cure Light Wounds) with whose effect I can directly heal d8+1 HP. But only found out how to give someone attributes, saves and so on. I could not find healing effects.
Potions, Scrolls, Wands are handled in this extension:
https://www.fantasygrounds.com/forum...and-Pathfinder
Advanced Effects is for adding combat tracker effects to items, characters, or NPCs. You can see how it works here: https://github.com/bmos/FG-PFRPG-Adv...main/README.md
Thank you very much!
It's definitely meant for current builds of FG. If you want to use it with pre-feb-16th rulesets, you can download the version in the first post. Neither works with Kel's extension.
Almost all the new updates I've come out with since Feb require the current version of FG.
I wonder if I'm doing something wrong. The "action only" option seems not to be working. I enable it for an equipped weapon in FGC and it doesn't apply the effect to the roll. See screen shots...
Attachment 45625
just confirming whats the current clashing/incompatibility with Kel's FullOverlay, if any? now
Yeah, I want to "integrate" it, which means that I actually want to do it different :D I want to make the effects' system a bit more context-sensitive to improve performance, maybe with some nice gimmicks to improve readability of effects etc. :) (also with the idea to make my own AURA stuff since I am not so "happy" about the existing solutions)
With that I want to say, it will take a while, especially because there is also the skill roll stuff for the actions tab which got often requested :) (and my life is still very busy :D)