oki, then I will adjust the box offsets the next time (when I think about it :D)
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I know you're probably not going to have time to do any more development this year, but I just wanted to let you know I've been getting this for a while:
I haven't fully tested it, but it seems to happen when npcs are killed (I haven't had a player death in a while so I don't know if that triggers it).Code:Script Warning: setValue: Database node not owned (combattracker.list.id-00007.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00007.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00007.death)
Script Warning: setValue: Database node not owned (combattracker.list.id-00007.death)
It's not a big deal because it's just a warning, but your FullOverlay package is the only one in my extensions folder that uses the 'death' node so it's either an issue with it or an incompatibility with something else I'm running.
I'll test it more thoroughly when I get a chance.
EDIT: I just tried testing it (with all the extensions I use) and couldn't get the warning to show up at all...
I don't see anywhere where Full OverlayPackage is using setValue on that node, either.
Maybe it's just a ruleset thing. I'll let you know I do come across something.
Ah, thanks :) But it is not an aggressive console message, isn't it? So, one sees only these messages when the console is already open but it won't open itself?
The death overlay are the wounds overlays and the set-value basically happens in ActorManager2 (leading to a function in TokenManager2). My assumption is that this probably happened on the client side? When damage is applied to NPCs etc., then this is normally run on host side such that I do not use OOB messaging for this, but I could use this as an extra security to make sure that the code runs on the correct side :) I was not able to reproduce this either sadly, maybe also an issue just in FGU? But when the overlays are still applied then it might be one of the warnings who just warn about something which hopefully still works :)
I actually am seeing this in Classic (the game I'm running now is pre-Unity and I haven't upgraded the campaign). You're correct that it is only on player's side and isn't really an issue (because it is just warning which is only visible if something else opens the console). The only issue with ignoring the warnings that I have found is that players who get a single "ERROR" (from something else) are more likely to think the sky is falling if it's accompanied by a big list of unrelated "WARNING"s (they can get flustered as they don't know they are not that important).
I had seen that your code does handle the setting of token overlays on client and host and thought that might why it comes up. I'm glad I'm not far off :)
ah oki, thanks :D Yeah, then it indeed means that the client tries to set an overlay, too, but fails; the overlays still work because the host is doing that, too :) Then I will add the OOB message next time to get rid of these warnings (or just a check whether it is the host when seemingly both sides are doing that) :D Thanks for testing :)
A heads up to anyone who is using these with Unity.
The FullOverlay Packages (and Height adjuster as Kelrugem mentioned in the Height thread) change some of the new token features.
It might just be visual, but it's important to know that it is changing some of that stuff behind the scenes.
EDIT: Nevermind! I had messed up one of my tests. Looks to be working great with no ill effects.
Ah, I expected that FullOverlay may overwrite now something in unity, too, thanks for confirming :) Since I now know more about coding, I will make them a bit more compatible the next time I will update them :)
The save versus tags part may also overwrite the fix for the REGEN etc. bug in FGU, not sure :)
I just compared the latest copy of the ruleset with the one I had extracted from a week or so ago and it looks like you might already have had that fix implemented!
Just did a quick test of the latest Unity ruleset updates with FullOverlay enabled and it seems that you're free and clear, REGEN did heal a creature when I advanced the rounds counter. :)
Hi :)
First of all: I wrote a very little extension for PF1 (as it is not needed for 3.5e): https://www.fantasygrounds.com/forum...ntration-check
Second: By the Kickstarter and the 3.3.12 beta it looks like that FGU will be fully released in the first week of November. The problem: It really coincides with my busy scheduly of my PhD. I really try to support FGU's and 3.3.12's release for all my extensions but I cannot promise it yet; what I will do to reduce my work: All my extensions will be combined into two extensions in the future, StrainInjury with FullOverlayPackage, and FullOverlaypackage (plus the ones with alternative icons, but that is just about replacing graphics). Though the extensions which never came into conflicts with my other extensions still stay separate, like my Theme, height, (dis)advantage for CoreRPG and Antimagic. So, it is mainly about that Save versus tags, AoO and advanced 3.5e/PF1 are not separate anymore, along with all the possible packages
Most of my additions are just effects, so, you can easily ignore what you do not need in that combined extension; the only real "non-ignorable" thing are the overlays. Hence, I will add an option to the FullOverlayPackage in the settings which turns that feature on/off :)
When you have any complaint about that approach and/or you want to keep some of these extensions still separate, then please tell me now :) And please tell me whether I need to do something extra which I forgot :D (I recall that I need to make my fortification roll comaptible with other extensions adding physical dice, and bmos requested some slight position adjustment of the HP boxes :) And darrenan wrote once about a possible incompatibility with one of bmos's extensions, but that was fixed in one of the higher packages, so, that should be automatically be fixed then. EDIT: Oh, and the CL effect of bmos of course!)
Best,
Kelrugem
Suggestion for a new feature o.ov
We already have "ongoing" effects (DMGO, for one) that deal damage each round. We also have effects with a set duration.
What about an effect that "delays" another effect? Dunno, "you touch your target and imprint him with your spell (say, shocking grasp), but the actual effect will only take effect 1d4 rounds later. Right now I'm working around with combining two effects:
One is "Delay Shocking Grasp" with a duration of 1d4 rounds.
The other is "Delayed Shocking grasp; NIFT: CUSTOM (Delayed Shocking Grasp); DMGSO: 5d6 electricity" set as "one use"
This suggestion is just lazyness on my part.
The other suggestion is effectively more useful for anyone, to allow ongoing damage to scale with time (and it would possibly include the previous one): Take the "heat metal" spell for example.
It deals no damage on round 1, some damage on round 2, some more on round 3 4 and 5 then a little less on 6 and stops doing damage altogether at round 7.
So far it's impossible to automate, one has to manually go with the appropriate damage each round. Is it possible to automate it? If I set it as "dmg: 1d4 fire; DMGO: 2d4 fire; DMGO: 2d4 fire; DMGO: 2d4 fire; DMGO: 1d4 fire", even if I set it as "only once per effect" it sets off ALL the "DMGO" at once, while I'd rather have'em to trigger one per round..
yes, I love complicating things XD
There are some workarounds when using effects for this, because concealment effects are targetable (I think), so, you could apply everyone a conc effect and just target that one person, or IFT: CUSTOM(dim); CONC to everyone, and the person with that disadvantage has then dim :) But yeah, a less cumbersome solution would be nice :D
The code kobold was busy! :D
(there is now then also a CL effect and one can now combine nearly all effects with IFTAG :) )
Will be in the 3.3.12 version :)
I have not yet updated to 3.3.12, I am not sure yet when I have time for it :) Please be careful about any incompatibilities coming with 3.3.12 and my extensions; sadly I lost so much time in fixing some ownership stuff with my height label (and that is still not solved completely)
Now I have solved the major issues; new versions are hopefully uploaded in the next hours :)
New update for 3.3.12 and FGU compatibility :) Please update: Height, theme, and the full overlay packages :)
Beware, the following extensions are now deprecated: AoO, advanced 3.5e/PF1, save versus tags, strainInjury and CoC :) They are now all included in the full overlay packages (which now contains options to turn off the overlays), except StrainInjury, Strainjury has still its own full overlay packages of course. So, important: Think about to enable the new extension if you not already use one of the overlay packages :) (and better disable the old one(s))
To the overlay users: The option about turning on/off the overlays is "off" as default; so, think about turning it on in the settings right after you started the campaign :)
There are also new features listed here: https://www.fantasygrounds.com/forum...l=1#post554183
(HEAL now targetable, CL, COC and TVCONC effect, and IFTAG can now be combined with nearly all effects)
The cheat sheet got updated with these effects :)
I am, almost surely, looking at the wrong thing, or picking the wrong package, or something, but now that FG upgraded itself to 3.3.12, I wanted to get myself up-to-date with your extensions.
So... I downloaded what I thought was the replacement for what I was previously running (since 8/8/2020).
Before: Full OverlayPackage.ext
Just downloaded: Full OverlayPackage with alternative icons.ext
But, when I went to remove and replace, I saw that Full OverlayPackage.ext occupied 1.448MB, while Full OverlayPackage with alternative icons.ext occupies only 180KB.
What do you think I'm doing wrong here?
Thanks,
- s.west
You do not need to switch, you only need to switch when you did not use the Full OverlayPackage :) So, you can still use the Full OverlayPackage and download its new version :)
But when it was about switching the graphics: Yes, the sizes are correct :) Tahl_liadon somehow was able to make his graphics very small :) Make sure though that you activate the new package (it has another name) :) (and deactivate the previous one of course)
Obviously, I'm missing something, because I didn't know that I was "switching". When I look at Post #1 of this thread, I see:
My extensions:
1. Advanced 3.5e/PF1, part of full overlay packages (called advanced effects in the following)
.
.
9. Full OverlayPackage with alternative icons.ext
In other words, I don't see a new: Full OverlayPackage.ext. I guess I assumed that the updated (for 3.3.12) Full OverlayPackage also included 'alternative icons', or something...
But, to put a fine point on it, here is what I guess I am going to need to have explicitly spelled out for me:
If I was previously using:
Full OverlayPackage.ext
which was downloaded on August 8th of this year, and I now want to update that extension so that it works for 3.3.12, what do I do?
I sincerely apologize for cluttering up your thread with my confusion. Since no one else has chimed in here, it's obviously something that I alone am misunderstanding.
Thanks for your help,
- s.west
D'Oh!! I have to go to its own thread!!!
https://www.fantasygrounds.com/forum...ea-from-Ken-L)
Ok... Sorry for all my crap. I honestly am not trying to be this dimwitted.
I'm good now.
If you want to delete my posts, please do. (or if you want me to, just tell me.)
Thanks, and thanks for all the excellent work!
- s.west
hehe, no worries :D Yeah, I prefer tahl_liadon's overlays and, hence, I upload them here while just mentioning that the second type of overlay is in the other thread :D (and it also is way faster to upload tahl_liadon's overlays than the other ones :D)
@all: I will keep the threads of AoO, advanced 3.5e/PF1 and save versus tags updated with the infos about effects, too, just in case you are used to look there (but I prefer the pdf and would recommend that :) )
Height label extension got a compatibility update (now it also zooms while using wheel and hovering over the token, as it already does in FG natively) :) See here, too: https://www.fantasygrounds.com/forum...l=1#post556780
There was a SmiteWorks' update for 3.5e today about some bug in FGU :) Please redownload the overlaypackages when you use on of them :) Zygmunt Moloch also provided compressed graphics for the blood overlays etc., making the file sizes smaller :) Thanks to Zygmunt :)
Hey does anyone have any experience running this extension with the Enhanced Images extension?
https://www.fantasygrounds.com/forum...ed-on-CoreRPG)
While they do slightly different functions in FG they do seem like they would conflict somewhat in the nuts and bolts of the coding. That is coming from someone who knows nothing of such things though.
I used both of these a different times in the past but can't remember running them concurrently and just trying to remember why I stopped using either.
Will test on my own but don't want to run it in an in-game session if they might break stuff.
Thanks!
Normally they should somewhat work together, Trenloe adjusted the loadorder of his extension to allow that, but I still would need to check his code etc. about whether there could be other issues :) But it is unlikely that I check that because FGU is released and it already offers natively layers (and arbitrarily many of them) :)
There is a new update for height: https://www.fantasygrounds.com/forum...l=1#post557868
and a new extension: https://www.fantasygrounds.com/forum...859#post557859 :)
Random requests of the month.
There is a "half resist" effect. There also is a bypass effect Is there a way to make a "half-bypass" one? Such as for Flame Strike (saying "roll a handful dice, half of that total is fire damage and the other half is divine energy that can't be reduced")
What I do for those spells is divide up the dice. D6 damage per even caster level( max 7) fire and d6 damage per odd caster level divine (max 8).
It is not strictly correct, but close enough. Halfbypass would be wrong, you would have to divide the damage instead.
On that note, in pathfinder there is a feat called penetrating strike which bypass 5 points of dr, unless the dr is against all (does not work against dr 5 /- ). Is it possible to implement this? Or is there a way now that I do not see?
Suggestion:
In manager_effect_35E.lua you can change this:
to this:Code:if sModifier == "H" then
if nAbility > 0 then
nAbility = math.floor(nAbility / 2);
else
nAbility = math.ceil(nAbility / 2);
end
elseif sModifier then
nAbility = nAbility * (tonumber(sModifier) or 1);
end
to support 1/3 and 1/4 caster level effects (by [TCL] as 1/3 caster level and [QCL] as 1/4 caster level).Code:if nAbility and not IsDie then
if sSign == "-" then
nAbility = 0 - nAbility;
end
if sModifier == "H" then
if nAbility > 0 then
nAbility = math.floor(nAbility / 2);
else
nAbility = math.ceil(nAbility / 2);
end
elseif sModifier == "T" then
if nAbility > 0 then
nAbility = math.floor(nAbility / 3);
else
nAbility = math.ceil(nAbility / 3);
end
elseif sModifier == "Q" then
if nAbility > 0 then
nAbility = math.floor(nAbility / 4);
else
nAbility = math.ceil(nAbility / 4);
end
elseif sModifier then
nAbility = nAbility * (tonumber(sModifier) or 1);
end
end
You also need to change the string.match (there are two) arguments from:
to this:Code:match("^%[([%+%-]?)([H%d]?)([A-Z][A-Z][A-Z]?)%]$")
EDIT: I think this fully automates the Pathfinder 1e power attack progression!!Code:match("^%[([%+%-]?)([HTQ%d]?)([A-Z][A-Z][A-Z]?)%]$")
Power Attack (1-H); ATK: -1 [-QBAB] ,melee; CMB: -1 [-QBAB] ,melee; DMG: 1 [QBAB] ,melee; DMG: 1 [QBAB] ,melee
Power Attack (2-H); ATK: -1 [-QBAB] ,melee; CMB: -1 [-QBAB] ,melee; DMG: 1 [QBAB] ,melee; DMG: 1 [QBAB] ,melee; DMG: 1 [QBAB] ,melee
EDIT2: Also these
Combat Expertise; ATK: -1 [-QBAB] ,melee; CMB: -1 [-QBAB] ,melee; AC: 1 [QBAB] dodge
Deadly Aim; ATK: -1 [-QBAB] ,ranged; DMG: 1 [QBAB] ,ranged; DMG: 1 [QBAB] ,ranged
This does sadly not work :) (also when DR over 5; the bypass would not have been needed) But I look what I can do :)
Personally, I am not a fan of the bypass damage types because they clutter things up, I implemented them after Phixation did it and because it looked like that many people want them (seems to be a thing in PF1, cannot recall at the moment to have seen something like this in 3.5e; well, except the Flame Strike stuff :D). And I would like to avoid adding more and more damage types doing certain things; rather I would like to have an IGNORE feature/effect with which one can tell FG to ignore certain effects (by a certain amount) :) I think Savage Worlds has this :) So, in the long run I would like to add something like this, but also this has to wait for my thesis :D
To the CL stuff: Yeah, sure, that is straightforward to add, thanks for the code :) Interesting to know that Power attack works like this in PF1 :D (in 3.5e one can fully trade attack up to the BAB for damage and the amount of penalty (and so the bonus) is decided by the user)
yea sorry Kel. bypass is really only a pf1e thing.. mainly it was for paladins but if you use mythic rules...it calls for it ALL the time. im greatly appreciative of the work even tho i know you dont use it... my homebrew does and it helps ALOT.
honestly i need to work on my coding and straighten out what i want in my pathfinder rules. you (Kel) and bmos do such great jobs.
hehe, no worries :D No need to apologize :) It was not difficult to add them :) And I am glad when I can make people happy with such things :) And when I ever have this IGNORE effect, then I hope the mythic rules are easier to use :D (but besides IGNORE I have so many other plans :D)
well keep up the good work! my group loves your extension(s)!
.....now if only i can figure out how bmos did the perm ability score changes... and apply that to weapons. lol i would love to be able to document how the fighter got to what weapon dmg or how he got his to-hit without having to redo the math every time i go "wait.. plus what to hit"
thank you :)
Hmm, you mean like a button to check for effects in the sheet, to show adjustments? My naive idea would be to check for all effects (maybe after a click on said button, "Calculate effects"-button), there are certain commands for that in the script and then you just need to return the effect mods :) But probably not so easy to do :D (and one may need to ignore effects which expire on the next action or are on "On Skip" because they change their state when you call them in the code) Bmos probably has better ideas how to do that because of the mentioned ability extension :D