For now just turn off the range option - I'll get to it sometime in the next few days.
V1.18 - Bug - V1.16 range feature did ADV/DIS buttons incorrectly resulting in 3 dice being used when either was pressed. Fixed.
That's fixed it. Thanks!
V1.19 - Conflict - rewrote code to try to make less likely to cause a conflict at out of ammo optional checks.
V1.20 - Feature/Fix - fixed effects applicable to range calcs and also that critical damage is applied to things within 5 ft if incapacitated (or paralyzed or unconscious).
V1.21- Bug - improper return code was preventing "out of ammo" attack verification from stopping the attack (just flashed up out of ammo message but continued processing the roll). Fixed.
V1.22 - Bug - incapacitated was incorrectly applying critical damage at 5ft attacks. Fixed.
Updated in delivery just in case with new FGU updates.
V1.23 - Update - Support for Sir Motte's theme.
Love this extension. I have one request, could you clean up the u.i. abit. I can do it myself by hacking the file but prefer not too in case of updates. Could you make it so the container is collapsible, like all the other powers/spells, and perhaps make the buttons smaller and all the same size to give it an even look ... (i set them to 75 i think).
Id love to see the u.i. cleaned up and the ability to hide/collapse the group when not using.
I feel your pain.. I just finished a release cycle, 3rd party API annihilated our solution with an update. Fun times. Great work, I always wanted the generic options to be at least visible, people tend to forget they can do more than attack. Out of curiosity, which extensions are you referring too, I believe I have a few of yours!
Here is my current internal list...
[Keep in mind I have not tried testing everything yet so who knows if it will grow or not. Some of these are purely for myself - as I tend to do things for me and my players - you guys get them as a by product of Grim Press selling them.]
Combat Groups = CT order no longer works in latest FGU update as they now support this - remove all that code and option - work around to get FGU new order stuff to work is to turn off my option.
Assistant GM = on client side can no longer display CT info as it will get both an index field "traits" is nil error and warnings about could not find templates for label_ct_actions and list_ct_actions in client_ct entry.
? = Client double click on map not bringing up the NPC it owns when its not a friendly faction (think it used to or I would have noticed as we have players run other factions all the time) - not sure where this is failing or which extension or FGU raw performs this. Need to get it back to respecting ownership regardless of faction.
Carrier = extension.xml needs new icon name put in for Sir Mott's theme.
Carrier = has weird rotation results when all are drivers and some are carriers for other things - probably just the way it is (rules applied correctly to give garbage - you get what you define) - but make sure.
Death Indicators = can leave tombstone as icon in some cases - need to duplicate and see how this is happening.
Equipped Effects = needs to be tested for performance and streamlining.
Generic actions = has been requested to have optional open/close window option and to have all buttons same size.
New Races in Rime of the Frost Maiden need to be added to a new module for my players as we are starting that campaign - so it points to all spells/feats/etc. from Aridhro supplemental stuff like my AE5ePHBClasses module I gave them.
Attachment 54307 Here's what I made for myself a while ago (ignore the prone thing, I was working on an idea but ran out of time). I can send that to you if you want to just copy it
Well I have a few of those. They’re great. Id write a few myself but i get enough code dumped on me daily that id rather just play. However, i did peek at writing extensions the other day, haven’t seen LUA scripts in along time :)) , blast from past. I love equip effects, bravo on that one
Working on other stuff right now. After its all done I'll see if this is something I want to supply and will look into it. Not sure yet what I want to do as I've not really looked into having it as its own closable window (as the whole purpose was for it always to be in your face so you remember they exist).
V1.24 - Bug - had to fix onInit() checks - if a option has never been toggled it will not be in db.xml and the check will fail to find it - even though has been registered.
Technical developer info:
If you do operation in onInit (now onDesktopInit as of the fix I'm doing) then you can't use OptionsManager.isOption check as the client will only ever get the default value. So I had to switch to checking via CampaignRegistry - but now it turns out if you've never actually set the option (or toggled it) it will not be in <options> of db.xml and will not be defined in the CampaignRegistry. So to fix all this I've had to move my onInit() checks that do ActionsManager.registerResultHandler into onDesktopInit and also insure immediately after I call OptionsManager.registerOption2 I have to do something like OptionsManager.setOption("VERIFY_ATTACK_TYPE", OptionsManager.getOption("VERIFY_ATTACK_TYPE")); to insure that its in the local CampaignRegistry. Technically I would only have to do that once ever in a campaing to get it in db.xml but for saftey's sake I just always do it after I OptionsManager.registerOption2 the option. Crazy stuff. But nobody really cares as long as the fix works, noting in case I need to remember why I did all that.
Thanks SR for keeping these so updated and always trying to fix them to work the best they can.
Will probably simplify that coding next time I'm in based on talk with Moon Wizard and onDesktopInit() supposedly supporting the client side using isOption at that point - for now I'm leaving it till next time I'm forced to fix something.
Ok I'm going to look into making the buttons less bulky and taking up less space - but won't be doing the collapsible container as the whole point of this extensions is to remind players/DM's the things they always forget are actions they can use. Hiding them would defeat the purpose.
I agree the whole point is to see the things they can do.
Do you think you can add a "Ready" action button? Because players can do this and I would like the effect to be placed in the CT showing they are taking the with the effect dropping off at the start of their turn (Or on any action)
This helps DM's and players to see they are taking the ready action.
Ready is just a note in chat as its too complex to really perform reliably any other way IMHO. This is a case where its either too simple (my current version) or way to complex (causes headaches and more trouble than its worth). To do it right you'd have to have the ability to select an action and store that as text in effect that gets put into their CT which dissapears at end of round. As that can get into even notes of what they plan on triggering it also - not something I'm willing to support. In my games they just tell me the ready action and I let them trigger it when they wish - verbally. As its just one round its not a big deal.
I don't think there needs to be a longer note than just "Readying an Action" or "Ready" as this will put a note on them saying they are doing it. I've often times seen that things happen and ready actions were missed as the DM or player forgot. I think putting in longer notes would really mess things up, but a simple note that Ready action is an option and that they choose to take it would be highly effective for people to see and the DM to see it's on a player.
I understand if you don't want to do it, however, I figured I would ask since you did say why this GA was down at the bottom already was to help remind people the actions they can take which READY is one of an important and often overlooked action people can take.
V1.25 - UI - reordered and sized the buttons to keep same text size but save on real estate in the default sheet size.
New look... shown with Sir Motte's theme...
(had to redeliver for a quick fix because hide was missing - no version change)
Attachment 54440
Figured I would ask, I will keep editing the GA to add this effect for my players when they click it. Coding isn't hard just causes me to have to update it each new version that comes out.
Personally, I find it almost useless for it be in chat as chat scrolls by and used mostly for insta information or information you want to look at if you knew about it and scrolled back to. Whereas the CT is information of what is on going. Effects that are currently in place. I would never look in chat to see who had one effect on them, or what someone was doing currently, or the status of an effect. I would only use chat as a way to see what has happened, or figure out what happened, but never a status update or current status.
Chat to me is used for insta information, or a history of what has happened. I also do not find it "maintenance" or "pain" to have a player do nothing more or less than they were already doing and getting more out of it. I only find it a benefit to the player or DM. The automation is the of most of these exts is to help not do so much. Having to try to remember someone's current stats of ready or not means more on the player/DM.
I can see for you as an ext maker how it would be more of a headache upfront, however, this coding is super simple so I didn't think it would be an issue at all.
Note had to make a redelivery with no version change to fix hide having been overwritten by another button. Image of new UI also updated in original post.
In DMsG - will be in Forge when grim press gets around to it.
I understand, however, you did say it was a matter of ease just not only ease of coding, you said other things, which I stated why. I do think that ease of coding is a matter for you as I've seen you state this before. I think in the current one it's not a matter as it is easy. So are you saying that ease of coding is not a factor at all when considering adding something to an ext? Because I've seen this stated by you before and this seems to be a conflict of statements.
None the less, I do think you are unlikely to add this as you are happy with the current stats and see no need for it in your ext or games. So I get why you wouldn't want to code it easy or not. I just think some of your statements here are wrong, which is why I wanted to clear that up.
LOL
The only conflict is that I told you how it should be done but that it would be a pain to maintain the code, and you said you didn't need all that and just wanted a dumb effect text added. Which I then replied and said I don't want that pain of a extra spam effects (sometimes referred to notes) going into the CT entry.
So, we will have to agree to disagree - if it were to be done it would need to be done as I stated first, have an action selected and notes provided and translated into an effect (pain to code and maintain). Though you are happy with just a dumb effect saying ready. Either way spam I don't need in my effects.
Now I may not have stated it plainly as I was just reacting to each message in the context as I saw it - so you can blame me for any misinterpretation. You can parse the context of my replies as you see fit in order to try to "convince" me to do this but gist is... it's staying the way it is. For both the reasons I gave for either approach, yours, and mine.
I'm going to narrow this down a bit, because I think it's getting lost in the other parts of the msgs.
First let me state I don't expect this msg to change your mind on doing it or not. I just figured I would post here to maybe help you and others on what is going on.
In the quote above you are stating as if it were fact that something has to be done that way, when it does not. That is how you would choose to do it apparently, but the wording is important here. As I stated already, it COULD be (and I do already) do it differently.
Then with the other part of your quoted statement, I don't think we need to be attacking people calling things "dumb".
I would like to thank you for your effort and time on here for the work you do. I wont post anymore on this topic as I stated already, I'm not expecting you to change your mind.
Slick U.I/U.X. change. Thank you for taking the time to make this change.
V1.26 - Kludge - checking to insure disarm check on button works - if not (due to some incompatibility) it will simply skip it and move on (disarm won't work with no warning other than when button is pressed it won't work). This was to insure its not going to break everything else when this type of thing happens. Most users won't care about this at all.
I am using the "Size Matters" addon as well as increasing the size of one of my players in the combat tracker as a result of the "Enlarge" spell. He is attempting to grapple a "huge" creature but it fails because it registers the PC as a medium creature even with size "10" set as well as size "large" in the combat tracker vs a "huge" creature who is size "15".
Attachment 55321
As long as this extension sets and respects the ActorCommonManager.getCreatureSizeFromSizeFieldCor e value that is extracted in basic FGU functionality - then this will work. If it does not then it will not - nor will other things that use the standard size function extraction in the FGU code.
Yeah that was gonna be my next try. I just wish there was an easier way to just change character size since things exist to change them.
Attachment 55323
Found the issue. For 5e, since we never really used a lot of the character notes, I forgot it had an area for size. Once I put "Large" in there, everything works as intended.
V1.27 - Bug - Grappler was not setting Restrained effect when it was set for the target of the second grapple (see 5e rules for grappler). Fixed. New option "No effect applied for grapple (left manual for DM)" defaulted to off has been added as I had a case where someone was grappled already and I wanted to use the grapple roll (just rolls) to determine if I could wrestle something from their arms. My advice - don't ever set this except temporarily for doing a pure grapple roll check with no effects being applied.
Updated in DMsG - will be updated in Forge when Grim Press gets around to it.