Ooof. Thanks for the info. I just re-purchased Equipped Effects, fwiw. You've and the effect coding team have done a great service to the FG community and I have no problem tossing a few more bucks you way. Thanks, again!
V1.72 - Update - many NPCs have limited vision and the text in their senses of "blind beyond..." so EE will now add VISMAX: x effect where x is the last distance before this text in senses. This makes the vision of that NPC work properly within its limits. Add the "blind beyond..." WOTC standard text to NPC senses you want to limit vision on will also automatically add this effect when adding an NPC into the CT. Code courtesy of Farratto.
This came about when I realized blind things could see forever in ambient light or see light sources outside of their blindsense or tremorsense (as they had no other types of vision). My solution was not as elegant as Farratto's to the problem so am using his. WOTC data already has senses with "Blind beyond..." keywords that can be used to apply a VISMAX: x limit to vision based on distance found in senses before that keyword set. Option also provided defaulted to on so you can turn it off.
From users perspective they have to do nothing as when an NPC that meets requirements is added into CT the effect will automatically be added to it.
New Video on Page 1.
Renamed to "Feature: Equipped Effects" for extensions loading into campaign.
Next time its delivered.
V1.75 - Bug - a flag (not sure why I had it in there from years ago) was preventing inventory switching from updating the NPC CT entries attack info to be translated with matching spell if present (was still using FG standard NPC text parsing). Removed it and fixed.
Have no idea how long this has been broken. Not something I actually verify very often (NPC inventory switching using the spell matched attack info - not the default FG text parsing used when no spell match is found).
A bug was introduced on this last patch that will cause NPC hovering over text in client to generate a bunch of
[ERROR] Script execution error: [string "5E:campaign/scripts/string_powerdesc.lua"]:51: attempt to compare nil with number
Not sure what kind of situation causes this as I could not duplicate it always - but in my SW5E campaign I have a lot of owned NPCs and can definitely duplicate it.
This has to with parseNPCpowers not using the matching spell for NPC CT attack lines - and removing a flag that guarded it from always executing (an old trigger in FG is no longer triggering on as much as it used to so the flag was removed to allow this to process on inventory changes). While this makes all the host side of parsing now work - the text parsing on the client side can hit things it has no way to reference while hovering over the text.
You will need to turn off "Translate NPC Powers" if you encounter this error in game. Not always duplicatable. Should have it fixed by tomorrow.
V1.76 - Bug - V1.75 fix caused an error in console "[ERROR] Script execution error: [string "5E:campaign/scripts/string_powerdesc.lua"]:51: attempt to compare nil with number". Fixed.
V1.78 - Update - also support the "+" prefix for effects being equipped. Fixed problem that has been around forever where deleting inventory item was not removing associated power/effects.
Mostly these changes were to better support new INVACT/INVLR/INVSR effects in Generic Actions latest release. Though the fact deleting an inventory item did not remove the spell/effects that went with it has bugged me for a long time - no longer with this fix.
Leftover debug logs in console log - will be removed next delivery - will be no version change when it happens.
V1.80 - Bug - if NPC had inventory item it would not do proper CT NPC parsing for actions list. Fixed.