Yeah that's a solid advice to learn from :D
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I am sadly not able to solve the toolbar issue :/ I already try it since hours, but it won't work. I simply tried a code provided by Smiteworks on Discord, but that one throws an error; I tried codes from other devs basically doing the same, but also these give errors. Even if I do precisely the same as in the ruleset code, still errors. I absolutely do not understand how to make this work
I have put the question on the discord in the hope that someone is able to help me. If no-one can help, then I sadly have to remove all the overlays until I find a solution; but you could at least use the extension again just without the overlay stuff :)
HI Kelrugem
While the loss of the overlays might hurt a bit, the advantage of gaining back the enhanced automation improvements of your extension would be awesome.
Did a gaming session with DR and incorporeal creatures and without your extensions it was a pain when the mythic PC's started to do DR bypasses!
Lots of manual book-keeping to be done.
Whitsend
I am not even sure what the overlays do. For me, it's the automation and, most importantly, the management of Flatfooted that I use.
Thanks for your comments :)
Soo, Mattekure helped me yesterday and the buttons are appearing already :) Now I just have to finish some small things, then it should be okay soon (otherwise I will still remove the overlays for a while). Today I may be rather busy (Chinese language course, and my girlfriend visits me), but at latest tomorrow I am hopefully done updating it :)
(the problem I had with the code was indeed just a sort of syntax-issue in the code)
I wait with bated breath *.*
I feel you man, It wasn't too long ago there was an update that caused me a ton of grief but by lucky timing our group was on break for a bit and the mod was fixed by the start of our next session
This one though has all of us on a strict "NO UPDATE" policy
It sure would be nice if FG could offer a rollback feature, they can obviously do it because the preview system works like that already
Sooo, finally updated! Now the extended automation extensions are hopefully compatible with FG again, thanks a lot for your patience :)
Sorry for the long waiting period, was a bad timing that I was on long holidays while the stuff with the patch was tested and then rolled out :D Then writing applications and so on
Thanks to mattekure for his help with the toolbar, and to Moon Wizard for a sample code regarding the toolbar :) Also thanks to Soxmax for (dis)advantage effects for skills which I will soon explain here (but right now I am hurrying to bed)
PS: I also realized that both versions of the overlays were accidentally the same again for some reason! I adjusted it :) Now the alternative overlays are the ones from tahl_liadon which do not fully cover the tokens, while the other version are the fully covering overlays
(the fully covering overlays were accidentally gone)
Woot
I am off work today (Cold) so I'll give the extension some bug-testing. Give me something to do!
Plus I have to edit out all the work around effects I entered to add "Force', etc to weapons etc in order to replicate DRBYPASS.....
hehe, thanks for testing :D The toolbar error is gone, but I appreciate any testing especially regarding the overlays :)
The players also see these buttons now in the toolbar even though my code should prohibit that, but that should not be a problem until I adjusted that. I didn't want to postpone the compatibility patch just because of that :)
(but if your overlays disappear all the time, then probably because your players are spamming these buttons! :D)
You have an extension that does the equivalent to /rollon but in an effect. Would it be possible to add that to this extension?
OK, tested Extended Automation with Overlays and Alternative Overlays
Works in all 3 views, and buttons continue to work in all three views.
I've tested as much of the extended automation to make sure it is still working.....and that all looks to be working
I think I also managed to go through my PC's and remove "force" from the DMGTYPE's from where they would be able to bypass DR (They are mythic characters).
Then went back and confirmed ghost touch and bypass were operational----yippee!
If by buttons, if you are meaning the "Clear Save Overlays" and "Clear Wounds Overlays" buttons, that likely is not a problem as all my players are adults and usually act like it :)
But I can see what you mean by the overlays disappearing all the time if the PC's hit the buttons.
We rely on the blood splatter and death markers to track difficult terrain movement......so that is a possible issue if someone clears those.
OK ---for those interested I also did compatibility testing with a lot of extensions---this is the list of what I am currently running all at the same time:
Advanced Charsheet
Advanced Effects
Advanced Item Actions
Attack Modifiers
Attack on Hit Effects
Aura Effects
Clear Dead
Clock Adjuster
Close Encounters
Cohorts and Companions (think there is a bug with this....have to use /console skip to keep error message at bay, but otherwise seems to be working----will be doing more testing to localize that error)
Customized Item Generator
Drain and Permanent Bonuses
Effect Builder
Effect Builder Plugin- 3.5e/Pathfinder
Enhanced Items
Extended AC Bonus Types
Extended Automation and alternative Overlays
Extra Actions
Extra Stat to Saves
Extraplanar Containers
Harrow Deck
Hit Margins
Inventory Identified
Malady Tracker
Mythic Support
Natural Selection
Party Inventory Weight (Party has a portable hole, so not such a big issue now)
Requested Rolls
Size Changes
Spell Action Info
Spell Failure
Spell Record Actions
Turbo
Upgrade NPC Actions
THEME: FG Dark (customized for colors and to make the buttons show up better- thanks to help from rmilmine for showing me where the assets were and how to edit them safely)
Always Sensitive Visibility
Automatic XP Advancement
Combat Modifier Calculation
Constant Effect Apply
Core RPG - Better Menus
Enhanced Items for 3.5E and Pathfinder
Mirror Image Handler
Remove Effect Tag
Select On Turn
So, a lot of good programming out there as these extensions all seem to meld nicely.
Only bug I am now chasing is that when I open an NPC Sheet I get the console dropdown with an error message---but everything seems to work right. Using "/console skip" eliminates the issue for playability....
So when you see my earlier post of why I am afraid of the "UPDATE" button being red, you know why!
Whitsend.
Hi BMOS,
I was able to isolate the error to "NPC and Companions"
I sent an email to the extension author, MostTornBrain
I'm pretty sure it has to do with the handling of the portrait/token inputs.
Something changed in the character sheet for NPC's has triggered an anchor error for something that no longer exists.
QUOTE:
[ERROR] window: Control (cohorts] anchoring to an undefined control (contentframe) in windowclass (npc)
Endquote
Blocking the error message shows that the error isn't fatal...all other functionality of the extension seems to work....still playing with it to try and narrow down what the extension problem is to allow author to fix.
However, last update was 561 days ago so I'm worried that the author is not active.
I should have time to dig into the extension, perhaps with rmilmine's help, to root out the error and fix it and offer it up for users.
Also, just checked and there is a thread:
https://www.fantasygrounds.com/forum...-Pathfinder-1e
and a helpful soul by the name of DonE66 is working on it and has a patch to the extension that eliminates the anchoring error but removes some functionality (NPC having a cohort)...that won't matter in my campaign.
Whitsend.
Whitesend, I found this worked for me but I also see you mentioned fixing it too. In response to your earlier thoughts;
"Cohorts and Companions (think there is a bug with this....have to use /console skip to keep error message at bay, but otherwise seems to be working----will be doing more testing to localize that error)"
Try this
https://www.fantasygrounds.com/forum...mpanions/page7
Ah, absolutely no problem :) I actually also forget some features over time, in particular those which I added after a user request and which I am not using so often myself :D Actually, after you asked, I had to check the Forge page to see whether I merged these extensions :D (For me personally one of the other great things with the Forge; one can use it as a handbook for extensions)
Thanks for your testing :)
About the death markers: These should not be affected by my buttons, my buttons are mostly about the overlays :) (in particular to reset their behaviour if overlays do not appear anymore, as it can happen when you close the campaign while there are tokens with overlays on a map; then it can happen that the overlays are "blocked" for a while when you restart the campaign later on. Some open issue I was not yet able to solve; I have to figure out how to rerender overlays after a restart :) ) Really turning off overlays is only possible via the settings and players cannot affect this part of the settings :) And I actually think that the buttons may actually not do anything on the players' side besides being clickable :D So, I think there are no worries besides that it would look better if there are none of these buttons for the players :)
Iv'e been using Fantasy Grounds for a couple years now, and I've collected most of these add-ons as well
They make PF1 so much easier to run, but I had a question, I ran across the TURBO mod maybe six or so months ago and thought, I'll give it a try and see if it's beneficial
And by that point I had learned to back everything up before messing around and I'm glad I did because TURBO completely destroyed my campaign
I tested it and it threw up a mountain of errors, and so I removed it and it was still completely corrupted
Maybe it was during a patch time when something was wrong?
But I wanted to ask your opinion on it, does it really help?
Thank you for todays update :)
Hey Whitsend,
When you tested the buttons, does that include the "Clear targets, Target friendly Units, and Target Enemy Units" buttons? As those are not working for me at all. And this is with just the overlays mod active. It does not even work as a GM.
-Elaith
Correction: Those buttons do not work with any mods loaded. This for for PF1e, can someone else confirm, to make sure it is not something on my end - Thanks.
Did you have any enemy token etc. on the map, and did you select a token on the map? You have to have a token selected and, I think, these buttons only select the corresponding targets on the same map :) (but I didn't test it yet, maybe there is indeed a problem in the base ruleset)
My extension should certainly not overwrite these buttons (in fact, it did originally, but with the newest patch I do not need to overwrite the whole toolbar anymore; in that sense the new FG patch helped me making my extension more compatible) :)
Yep I had a few PC / Enemy Mobs, made sure the token was selected, then hit the target all / clear targets, and nothing. But I am quite sure it is not this mod, as I turned everything off, and still having issue. Just trying to get a confirmation it is not me, but I am going to make a post in the forums about this, as it appears to be an issue after the latest update.
*Update* I reported this in healing hands forum, and a Dev was able to replicate.
I noticed last night during our game session that the Target Allies and Target all Enemies and clear buttons were not functional. The Select button was working fine.
When I tested I was checking I was focused on the map control buttons that were previously non-functional.
I was focused on a lot of Extension compatibility checks....so I missed this...the Buttons' click but don't do anything.
My Bad
I see a fresh update...time to back up my FGU ....
Back to testing!....
OK-- as a GM ALL THE BUTTONS ARE WORKING......including "Target Allies", "Target Foes" and "Clear Targeting"
So, now I have to log into my own game and see if it works as a player
Whittsend.
It's supposed to mainly help with 5E code,
We really should take this over to https://www.fantasygrounds.com/forum...tiple-Rulesets
- I've only started using this lately when I saw that it was finally compatible with Extended Automation et al., so I'm still on the fence.
-But my group did another change at the same time to LAN (TCP/IP) Gaming instead of cloud gaming and we noticed an improvement in latency
-I "THINK" it helps and will be trying a session without it and one with it to see if anyone notices.....
ok,
Did some MORE testing.
As a GM I confirmed EVERY Button on the map works.....though I'm not sure what the "Clear Save Overlays" does.
As a PLAYER logged into my own game, the "Target Enemies" button is non-functional......now the test really begins as I'll unload each of my extensions to see if there is a conflict.
OK, that explains why I never used it.......I never considered the need to erase that overlay!
We just noticed last night, and verified in an otherwise empty PF1 sandbox campaign test, the SKILL tag for effects are not being processed when the "Extended automation and alternative overlays" is loaded.
Thanks for your report! :) Indeed, I implemented Soxmax's code for the (dis)advantage effects for skills wrong.
I reuploaded the extensions, now everything should work again :) And this reminds me to tell you about new skill effects made by Soxmax! :D We now have (dis)advantage effects for skills:
ADVSKILL (-) [skill], [ability] Advantage on skill rolls DISSKILL (-) [skill], [ability] Disadvantage on skill rolls
.
hey, Kelrugem! how goes it? hope things are well with you :-)
a friend* and i discussed a spell and how to set up effects for it. my goal is to see if it can be as "automated" as possible.
i wonder if you would consider worth adding a new variable (size) to your extension:
system: pf1
spell: black tentacles
cmb and cmd formulas per core rulebook:
CMB = Base attack bonus + Strength modifier + special size modifier
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
however, this spell has cmb / cmd formulas vs. opponent(s) that are different from the caster's cmb / cmd:
"When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus.... The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB."
the original effects from spellbook module* included only the cmb -- grabbing the caster's stats:
CMB: [-BAB]; CMB: [-STR]; CMB: 5 [CL];
i recommended to add the cmd effects as well, like this:
CMD: [-BAB]; CMD: [-STR]; CMD: [-DEX]; CMD: 15 [CL];
one thing that's missing in the above is being able to affect size; the above assume a medium size caster. so if a huge creature would cast the spell, the +2 size (or a small caster at -1 size) is not taken into consideration (get "zeroed out"). that in mind, a new size variable would account for it:
CMB: [-BAB]; CMB: [-STR]; CMB: [-size]; CMB: 5 [CL];
CMD: [-BAB]; CMD: [-STR]; CMD: [-DEX]; CMB: [-size]; CMD: 15 [CL];
i think this size variable could be useful for other effects as well. let me know what you think. thx
* author to the spellbook module
Aah, I see, thanks for the suggestion I will look at it :)
Did you already check whether the size extension for 3.5E/PF1 already helps with such things? :)
i do see a use of it here as a conditional operator, but i don't think it behaves as i suggested. i could be wrong.
I meant the Size extension of SoxMax :) Sadly I cannot send a link right now, because the FG website and the forge website are loading extremely slowly on my end all the time, which makes navigating this website currently very difficult :D
(in fact, I already tried to answer you since days but to no avail because of that issue with the FG website on my end :D)