I do not see a .mod file for the Critical Hit/Fumble decks, just a couple of .xml files. (BTW, thank you so much for all these great extensions)
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I do not see a .mod file for the Critical Hit/Fumble decks, just a couple of .xml files. (BTW, thank you so much for all these great extensions)
Thank you! ...for all the things!
Your Drain and Permanent Bonuses and Live Hit Points extensions no longer play well together. With just those two extensions loaded, adding a permanent bonus no longer adjusts the ability score. With just the Drain and Permanent Bonuses extension loaded it works as expected.
Screen shots attached showing loaded extensions, before making a change, and after making a change. You can see that the charisma score does not change after increasing the permanent bonus.
Attachment 40534
Attachment 40535
Attachment 40536
Yes, see the first post on the Live Hitpoints thread (I probably should have posted here also).
I made this combined ext file, but feedback from a beta tester seemed to say it wasn't working (messages were not clear enough to know this 100%).
I have attached it here if you want to try it out yourself.
You can also just go back to v1.0.3 of Drain and Permanent Bonuses but then Extra Stat to Saves doesn't work right (and possibly some part of Live Hitpoints, perhaps).
Thanks. I'm not using Extra Stat to Saves so I'll give this combined extension a whirl.
I have looked through the changes in 3.3.12 and don't see anything that I need to incorporate into my extensions.
As such, they should tentatively be ready for 3.3.12.
If you run into issues, let me know!
Two updates posted today:
Spell Formatting v1.2
Spell Failure v1.1
Have posted my adaptation of the original Clock Adjuster extension!
To avoid confusion, my version is called Time Manager.
Also have posted Spell Failure v1.2 to handle verbal spell failure when under the silence spell!
And a few more drinks added to Alcohols of Golarion v1.1
New extension PFRPG Upgrade NPC Actions automatically replaces npc spell effects with those from PFRPG - Spellbook.
Spell Failure v1.3 adds reminders for concentration checks when characters cast spells while grappled, pinned, or entangled.
Spell Formatting v1.3 improves the experience for new users and NPCs by automatically upgrading descriptions to fully-formatted text.
EDIT: Live Hitpoints v1.4 posts messages to chat if "regeneration", "fast-healing", "fast healing", "planar", "profane", or "sacred" is found in NPC's HD field (as this is a common error with module conversion process).
Time Manager v1.1 has an important fix that would lead to the deletion of permanent effects (those with 0 duration).
Malady Tracker v2.3 reduces excessive messages such as "player is due to roll 0 saves against a poison."
EDIT: 2020-11-15 I have also posted new demonstration videos for Upgrade NPC Actions and Spell Failure.
I hope all of you here in the US had a good Thanksgiving.
I posted yesterday Total Encumbrance v3.5-beta.2 which has features for tracking contents of a container by volume (in addition to the weight that was previously supported).
I also posted Time Manger v1.5 that works much better with the Pathfinder Official Theme.
Total Encumbrance v3.4-beta.4 has script error bugfixes.
Time Manger v1.6 has a couple of nil value script error bugfixes when advancing time or when opening reminders list.
Ammunition Manager v1.6 fixes a script error when NPCs miss.
Upgrade NPC Actions v1.2 adds tooltips to the conditions list showing what automated effects will be applied by each condition.
EDIT: December 1st: released Total Encumbrance v3.4 and Item Durability v2.2
Suggestion for extension. Thank you again for your contribution bmos. I love your constitution to HP extension, and also use your extra ability score to saves
When doing combat maneuvers like bull rush we want to know how much we beat the creatures cmd not only if we beat it. Like bull rush we push the creature back 5 ft +5 ft for each 5 we beat the dc/cmd
So either an extension that tells us how much we beat it with or an extension that subtracts 5 to our cmb roll until we fail vs cmd.
And finally, if there is a way to roll intimidate, feint and acrobatics. I know that kelrugem has rolling these checks as part of his to do list in his extension (and it will be awsome when it is done) but I meantion it here because it would help our group at least
Great idea! I am already modifying the required function in Ammuntion Manager (which depends on Kel's extension) so I have added the extra attack messaging to Ammunition Manger v1.7 :)
Considering the effort Kelrugem has put into the skill check system, I'll wait on that being done (I agree it should be very cool).
Nice!
Shameless suggestion of my own (as the maladies library looks at me with it's eyebrow ****ed): a small extension that allows for automatic re-rolling of miss chance for players that have the blind-fight feats.
Any ways to make it toggle-able from settings? (I don't want players to be able to easily calculate AC of their enemies from the first attack when they read by how much they missed or hit)-
Instead (just to add nasty calculations) what about knowing WHAT stopped your attack? At times, can be useful (for RP or various calculations) to know why exactly an attack missed its target. I usually check (well, only when needed) the AC bonuses of the target and go down in the order of Dodge -> sacred/profane -> shield -> circumstance -> deflection -> armor -> natural armor -> luck, so when a monster has say, +3 AC from dexterity (dodge), a +2 dodge bonus to AC; +1 from a small shield, +4 from a chain shirt and 2 points of natural armor (total AC: 22) and an attack goes on 17, if asked (or if necessary) i know the attack was stopped by the actual chain shirt (while a 21 would stop against its natural armor, a 12 would just have been totally dodged, and a 15 would strike the shield)
there is no order of AC bonuses in PF1e, there was in 3.5..., afaik, but not PF1e
so that would be GM dependant
https://paizo.com/threads/rzs2la8j?I...-Bonuses-Apply
Then it's AWESOME :°D
edit: nope, it also shows player side :/
disabling "show results to client" confuses everyone since there's no clear "hit/miss" answer to their attacks (and since I have 30.000 panels open at the same time, I often can't promptly check the chat results when they attack because I have to move away wads of panels, so it's more useful to me for them to see if they hit/miss as they can just roll whatever they need to roll without waiting for me to confirm things)
mhmh.. that might be better (For me)... it still pretty much indicates how much they hit for (but less "mathematically accurate") and helps toward the calculations for some maneuvers from Tome of Battle
Ah, it is completely okay when someone else (like you :D) wants to look into that :) It is not like that it is nearly done, I needed to early stop working on it because of my thesis :) In some sense it is "straightforward" to do (but tedious), basically a "rough copy" of the save button, but for skills :) For NPCs one needs to be a bit careful since only their skills with actual ranks or other bonusses are listed; and one can add custom skills, which is why it cannot be a dropdown list for skills (which would be also very bloated :D), rather a field like the tags line where one writes the skill name into it :) (maybe even allowing/forcing a different ability for the skill when writing e.g. "Ride (Wis)" etc)
Hi Bmos, love your work! I wanted to inform you that your ammo manager has a misprinted title in the downloads site it says blind site extenstion. thanks again for all you do.
I do have one suggestion for an extenstion. A store generator. So that stores don't always have the same items or as many items. Example your not going to have Sam's Club in a small Thorp but you might have a dollar store with some items. Also let the players interact with store without the GM having to bother keeping track of money. Just an idea.
There was such an extension, but it has been discontinued and I'm not sure if it's still around... a DOE something...
Mattekure has a shop extension :) and there are several shop generators here and in general in the internet which one could utilize :) (okay, one needs to do a bit more manual work, but at least a start :) A customized generator would be nice where you can add items to the list of the generator, but one needs to think about a good concept of that (using random tables etc.)
So glad you like them :)
Can you be more specific about where the typo is? I'm looking through the page there, but am not seeing the typo.
I assume this is in reference to the shops extension? I know Zygmunt Molotch also uses this but I haven't ever tried it. Unfortunately as it's a paid extension, my ability to build off of it might be limited (I'm not sure how that works with FG licensing stuff).
Yeah, the other problem is that DMSguild basically owns the code in some sense when you publish it there, so, difficult. But recently it turned out that it was basically never really allowed to upload extensions there, WotC only wants modules there, while extensions are changes of FG not of 5e directly. (WotC didn't know what extensions are and that they're there, so, that was ignored all the time) This is why we may now get an own page by FG for such things :) Then such matters are clearer probably :)
Hi Bmos, I tried to download a PNG image but for some reason I cant find where it downloaded to when I uploaded the file here. The best I could do was give you the URL I found the error on. Its in big blue letters near top center of page. Sincerely Aramis
https://github.com/bmos/FG-PFRPG-Amm...nager/releases
The paid for shop extension, is... ok, though not really thought out, by default visible interaction mark-up is visible (though one can edit it to hide that...), no taking into account sub currencies for change (it only works on GP) and a few other niggling issues, ie: it should be able to operate in reverse, but it doesn't delete the items on the charsheet when doing so... I believe it can be made to... there was something with unidentified items that bugged me, but I can't remember... (in my dream shop extension, unidentified items, shouldn't be well priced...)
as a framework it's a great jumping poing shouldn't be too hard, to make it do all that I whine about though ... only issue is licensing... and eh, not my domain to say whether one can edit an extension like that or not... (someone else needs to say)
back to topic:
Bmos, in your edit of the ACIM, you have the property fragile marked as Fagile, is that intentional, or may that come to bite for a typo later? (I know you're not 'supporting' it, ;) ) just thought I'd point it out... but maybe ti's for a reason...
Thanks. Not a big issue as fragile weapons aren't automated (yet), but I'll fix it.
Where are you seeing that in FG? I'm just seeing the name of the variables in the code (is that what you mean?).
yeah in the code :)