3 Attachment(s)
Attack Modifiers for Different Weapons for Different Armor Types
I've nearly finished implementing my solution for calculating attack modifiers for different weapons against different armor types based on equipped effects.
Shield
Attachment 64084
ATS is a custom tag indicating a shield is equipped
ATA is a custom tag indicating that armor of some type is equipped, provided by Armor effects
AT9 is a custom tag indicating no armor with a shield
Armor, e.g. Plate
Attachment 64085
ATA is a custom tag indicating that armor of some type is equipped
ATS is a custom tag indicating that a shield is equipped, provided by Shield effects
AT2 is a custom tag indicating plate and shield
AT3 is a custom tag indicating plate without shield
Weapon, e.g. Staff
Attachment 64086
First line is the modifier for no armor or shield, for which no AT10 tag can be created as there is nothing equipped to set the effect. All the other modifiers are changed to reflect this.
AT2, AT3, etc., are custom flags indicating the different armor types
ActionOnly is a qualifier that can be set when defining the effect but doesn't appear to be reflected on the Combat Tracker.
I have used the Untrue Effect extension to get the IFN: tag by modifying the extension.xml to allow all rulesets. Given that everything works if the defender's weapon is unequipped and IFN is not used in the weapon equipped effects, I have assumed that this is not the problem.
This all seems to work except for a significant performance issue; if the defender's weapon is equipped when the attacker rolls to attack, FGU freezes. If the defender's weapon is unequipped, it works fine. This appears to be strange because the defender's weapon should not be relevant. I have tried disabling the effects on the defender's weapon individually to examine the problem further. With one or two effects enabled, it all works fine, but once three or more are enabled the result takes longer to come back (about 5 seconds for 3, maybe 20 - 30 seconds for 4 and longer than I waited beyond that).
I'd hope that the ActionOnly qualifier would fix the problem, as it would be ignored when the defender is not the one taking an action. However, it looks like the ActionOnly qualifier is doesn't do anything as it's not reflected in the Combat Tracker.
Any ideas how to get around this, other than to ask the players to unequip there weapons after every attack?
I found a bug in an extention
The extension is called AD&D Options and House Rules, it now creates an error, especially with thieves skills. This is what the error shows, members of Fantasy Grounds told me to come here and ask, and show you what the error looks like, thank you for your help and time.
[ERROR] window: no vertical anchor defined for control (stat) in windowclass (char_skill_editor_main) for all the thief skills?