ok so coding in ADV/DIS How do i code in skill effects and ability checks. I have so far ADVSAV, ADVINIT, ADVATK just need skill and ability
Printable View
ok so coding in ADV/DIS How do i code in skill effects and ability checks. I have so far ADVSAV, ADVINIT, ADVATK just need skill and ability
I believe I never did specific effect for those (I actually forgot that, I think). For these: Either manually, or use the effect keladvantage :) That effect gives you advantage to everything, so, you should let it expire on next roll
Alternatively: Use the (dis)advantage button in the modifiers window :)
Well my list (link in signature) says they come from Extended automation and overlays by some guy named Kelrugem, so.. umm.. yeah. Attachment 59465
EAaO ADVATK (-) [range]*, opportunity Combat (T), advantage on attack rolls
EAaO ADVINIT (-) - Initiative Advantage on initiative rolls
EAaO ADVSAV (-) [save] Spell (T), advantage on saving throws
There were several new patches for FG, I think and hope that my extensions are still compatible :) Once my work finally slows down I will check that stuff to be very sure :)
Soo, I am finally back! :D I finally got free time again, because I finished my current research project :) (if anyone is interested to see how mathematical research may look like: https://arxiv.org/abs/2401.05966)
I may need some days to get fully back into FG, but I will soon check whether I need to update the extensions for compatibilities and so on :)
Thanks for your patience :)
Sooo, finally a compatibility update with the newest version of FGU! :) (for the extended automation ones and their variants) I also added a code provided by ryan/rhagelstrom for compatibility with his turbo extension :) (sorry for the delay about the latter, I totally forgot that one)
Quick hotfix :)
Thanks for all the work maintaining this! It is a absolute necessity for our FantasyGrounds gaming.
Thanks for the words, I appreciate it :)
You were using StrainInjury, right? That version required a bit more updating; it certainly works alone now, but I had the feeling that it is now incompatible with another extension (I suspect Cohorts&Companions which didn't get any updates recently) :) I still have to investigate a bit :) Just a heads-up that there might be an incompatibility :)
We're using "StrainInjury plus extended automation and overlays". We are also using the "Cohorts and Companions". I haven't used it yet, but will check that out.
I just uploaded a new version for the StrainInjury extensions :) These should now be compatible with the Combat Highlighter again :) Cohorts and Companions was not the culprit of the incompatibility :)
I think now there should be no errors anywhere, but let me know if you find any incompatibility somewhere :)
Thanks Kel!
Thanks for the extension, it look like it will be a fantastic addition to the campaign. I am trying to use it for the first time and keep getting this error. The only extensions I have are SmiteWorks official PE1 ext. One theme and one naval combat. Please help when and if you can. Thank you for all the hardwork!
[ERROR] Handler error: [string "..h alternative icons:..r_action_damage.lua"]:1231: attempt to index local 'bImmune' (a nil value)
Indeed, my extension is not compatible with naval combat; I am sorry for this! I totally forgot to look into that, but the problem is also that this is an extension from the store and so I often have to ask for access to its code every time there is an incompatibility; in the past it was often also a problem of outdated code in the naval combat extension itself sadly
Tried the advantage/disadvantage extension.
This is fun.
I tried this in 13th Age and also OSE rulesets ,works great.
Thank you very much.
Minor issue I posted in the thread for that .
https://www.fantasygrounds.com/forum...l=1#post709125
Kelrugem what am I missing?
IFTAG: transmutation; SAVE: 2 morale
Does not apply the bonus to save when casting transmutation spells on party members, but
IFTAG: enchantment; SAVE: +2 racial
works just fine when I cast an enchantment spell on party members. Has me somewhat confused.
Found it! For whatever reason I had to capitalize The "T" in transmutation to make it work. Odd because I don't have to capitalize any of the other schools that I have in my saves. "Shrug"
Hi :)
Just a short heads-up: My extensions are not yet compatible with the newest patch :) I wanted to look at that this weekend; I was not able to do it earlier sadly because I was in Europe for holidays and to present my newest research :)
(in particular the toolbar may look borked if you load my extension, that is, the new stuff might be overwritten by my extension :) )
Hello Kelrugem. It is exactly as you say; the toolbar is completely borked when using your extended automation extension. Fgu throws many error messages when attempting to open the toolbar and in my case there were no buttons available to be pressed on the toolbar (no drawing tool, can't remove masks, can't unlock image etc). This is in a clean Pf1e campaign with no other extensions.
Thank you for the reports :)
I think I know what to do, just updating the extension, my problem was mainly the lack of time for updating my extensions :) I will let you know once I am done; in the meantime just turn the extension off :)
Just a short heads-up: I still need a bit more time, I am slowly re-understanding how the new toolbar works :) Hopefully I am done in the next days :)
EDIT: But I think I now know how, but bedtime for me now :D Once I got some time on hand, I can implement that :)
Pressing "Toggle Toolbar" in each image to colapse it, the error no longer occurs until you open a new image.
It's not a solution, but doing that we could be able to still playing without turn off the extension.
Thank for your work! We are very grateful!
Any chances you update this extension so it works again with the last update (the new buttons arenīt showing)
This is a great extension, provided for free, and there is a post just above by Kelrugem saying that he is aware of the problem and just needs a bit of time. Maybe just have a bit of patience Morquendel, it's not like Kelrugem owes us anything.
Hi all :) Sorry for the delay in updating my extension :)
Got a bit delayed because I still have to write applications for a new job etc.
I already thought that I got a fix for the new toolbar, I merged my buttons into the new toolbar but the buttons are not working, so that I still need more time to figure out how to make them work. So, I can make the buttons show now, just without function :D At latest this weekend I hopefully got enough time to understand the new code :)
Happy and fine with this, thanks for the update, was unsure if your still working on this extension.
Just unhappy with myself, that i push the update button with fgu (usually just to get updates on extensions, there really should be an option to stay on your version)
My rule #1: never click "update" before Kel finished working on upgrading his extensions :D
I just base too much of my games automations on his extensions XD