Probably not - I'm just practising making a fool of myself.
Nothing to see here... carry on... :p
Probably not - I'm just practising making a fool of myself.
Nothing to see here... carry on... :p
V 1.54 - Update - Will now support doing name lookup/matching of custom effects for NPC bonusactions,legendaryactions, and lairactions data. Previously only did NPC traits and actions data.
V 1.55 - Update - New option "Disable FGU adding actions" defaulted to "off". If "on" this option will prevent FGU from interpreting actions into the action tab of PCs based on module data. This can cause duplicates when something like AE5E supplemental data is used which has all the actions already defined and EE automatically updates them already.
Basically FGU has a number of hardcoded parsing text where they will add those abilities into the actions tab - even when you have your own definition for them (supplemental data module or your own personal changes). This will disable that from happening. It's runtime flag so you can turn it off and on at will. Mostly I notice this happening in character wizard created things.
In case anyone ever grabbed this 100% UNSUPPORTED module where all the classes point to the AE5E spells so my players don't have to remember to snag the right ones... USE AT OWN RISK. As I posted them in this thread a while back (now deleted) I've decided to post the updated ones in case anyone foolishly snagged them. This has the file used to build the module and the module itself.
Hello, needing a bit of help for a workaround or fix for an issue I'm seeing when using this with the Kingdoms & Warfare module + extension.
According to the K&W module, NPCs should have a POWER tab inbetween their MAIN and OTHER ones. However, when this extension is installed, the POWER tab becomes a copy of the OTHER tab.
I hope that makes sense. I can take photos or videos if need be.
Do you have any thoughts on how to get around this?
Tabs are very finicky and to play generically and nice with others you have to do them just right. I have no issue with anyone else and I am doing them as generically as possible - plus I don’t use this extension - so you may just have to assume they have a conflict. EXTENSIONS = Risk - I can’t fix other extensions I only try to make mine as generically compatible as possible.
If it turns out there is something non generic I'm doing I'll for sure change it though.
I note a strange line in my override of npc.lua onInit where I'm doing the following:
if tabs then
tabs.setTab(2, "subwin_text", "tab_other");
end
Don't remember what that is really doing there.
Ok I've spent some time looking at this. The NPC sheet has an "other_tab" added in for handling text expansion in EE.
There should be nothing inherently wrong in this as I understand it. Not sure what this other extension is doing with its tab that could interfere or confuse this as its a separate tab added into the sheet. Currently when EE is in this will be 1 = main tab, 2 = other tab, 3= inventory for the tabs. I set this tab to 2 on init which is probably evil as NOBODY should be using hardcoded numbers to touch tabs at all (you never know what they will have) so I will change that or remove it. Once I delivery you can let me know if that fixes your issue - if it does not that's all I can do. Polymorphism is my tab nightmare where I did tons of stuff - the EE stuff is super simple - not sure why I had that hardcoded tab number as I know better. Next post here will this cleanup of this.Code:<windowclass ruleset="5E" name="npc" merge="join">
<script file="campaign/scripts/npc.lua" />
<sheetdata>
<subwindow_record name="subwin_text" insertafter="main_creature">
<class>other_tab</class>
</subwindow_record>
</sheetdata>
</windowclass>
Thanks for looking into it, very much appreciated!
V 1.56 - Bug - Removed some unnecessary setTab call in npc sheet processing.
Not sure if this will help the conflict but I could not really remember why this was even doing this. If it turns out something goes wrong in NPC sheet displays of expanded EE text I may have to do something else but I could not understand what it was even doing in my code. Could have been something left over from older times when tabs were different - just not sure. Anyway, we will see what happens. Nothing much more I can do as the window text in that tab is required by EE and as I showed in code earlier is something added in (and only used by me) in a pretty simple way.
I cant figure out how to make this work.
What are you trying to do?
Might be best to goto discord and ask can get faster live feedback.
Grim Press Discord CLICK ME!
V 1.57 - Update - changed all default options to what I want as I got tired of updating them all. Users can turn them off now if they don't want them.
V 1.58 - Update - implemented node and childList changes to code that SW wanted.
V 1.59 - Update - rewrote EE to keep a global list of name indexed spell nodes trimmed by module priority rules around so its not constantly being regenerated. Any modification to local spells or unload/load of modules will clear this global list and force its regeneration next time it is used. This should speed things up as it was constantly regenerating this list all the time. Only EE uses it. Replaced an unused flag with "Equip/Unequip Inventory" defaulted to on - which can be used to turn off equip inventory named matching.
See if it works - should be a lot faster and the default options (create a new project) should probably be in use unless you do special stuff on your own like MrDDT ;)
Nice one. Works a treat!
This is the options in EE I use and I recommend.
https://www.fantasygrounds.com/forum...1&d=1676600934
V 1.60 - Bug - Was not adding the spell import/export button, notes import/export button, or the item Type(sub) search in a generic manner which could cause conflicts. Fixed.
So being a fan of your extensions, I am well aware of your policy to only make features for you extensions that you need in your games. That being said, I came across something i assumed you already implemented in EE. Vehicle effects dont seem to have the same magic as NPCs and PCs. I have some vehicle traits that I created custom effects for, but they arent adding when I drop the vehicle on the CT. Maybe you dont need this feature, but maybe you do...
V 1.61 - Update - vehicle class type was only supported in inventory (equip/unequip) but now it will be supported like an NPC class type in CT changes also.
That was quick and hopefully painless. I will be testing and let you know if it has any problems for me. Thanks a lot for your continued hard work on making our games so much better.
Just keep in mind that as its treated as an NPC for equipped effects - that means out of the NPC name matching DB things it supports only "traits" currently applies. Also remember if these are not defined in your NPC list first but instead attempted to be defined in the CT link itself - those action entries will appear blank - though link will be correct. Think that was always a thing but not sure.
https://www.fantasygrounds.com/forum...4&d=1677340380
V1.62 - Update - supported vehicle class as much as possible in the same manner as npc class.
With only the Equipped Effects extension, all the 5E Automatic Effects modules and D&D Xanathar's Guide - Players.
I have a custom monster that has a power called Psychic Scream that is pulling in the info from the Spell Psychic Scream in Xanathar's Players guide and appending it to the monster's power. Then it adds a link to the Spell: Phychic Scream (XGtE). When I turn off the Option Translate NPC Powers this stops that.
Is there a place somewhere where I find a list that shows what all the options do for Equipped Effects? Particularly Translate NPC Powers, Use Module Priority Process and Skip Conflict Names?
There is a txt file at the start of this thread that should help.
These are the options I always run with so you can try these. Otherwise, txt file as Leprekorn stated is where I track all the changes I make in my extensions. Note I turn off all actions that FGU tried to set "for me" as they hardcode those so that they clash with the supplemental modules I use (AE5E ones).
https://www.fantasygrounds.com/forum...0&d=1680526253
The problem is I don't want the Psychic Screams to combine but I don't know what I am giving up when I turn "Translate NPC Powers" to off. SilentRuin has it set to on. I will drop in on the VTT discord.
V 1.63 - Fix - the conflict name of "shield" was not parsing with the template name so applied things like "Shield, +1" etc. with a power which it should have been skipping. Fixed.
V 1.64 - Fix - making sure rAction has changestate as part of data to be used by other functions. For BCEG purposes.
V 1.65 - Update - support for extra lvl data for bratch9 extension.
Nothing anyone not specifically using CT NPC actions with a heal and bratch9's advanced spell damage extension will notice.
Man, PFRPG2 gets almost no love when it comes to extensions like this, which is a huge bummer.
V 1.66 - Update - added ability to import/export options in/out of XML files. Renamed all export/import button options so they are grouped together in options - all require restart of FGU to be displayed. Spells and notes (buttons been in this extension for ages) are indexed data and should be used with extreme caution when importing to an existing local DB - exporting is harmless. The new options will use the local DB <options> data to directly put into XML file and load from XML file into options and if using an old XML copy beware of options having changed (you will be dumping old version back in). These are for my own use - use at own risk if you choose to enable these buttons.
[Note: Always remember that options that have never been manually set in a campaign will not be in XML and show up as default of whatever code is defining them - nothing in DB options then use default is the rule]
Same issue as for Polymorphism extension. The version hosted on DMSGuild is not the latest one.
The one I download from there from my library is 1.65 and not 1.66 :-(
Same answer.
I have the DMs Guild version of Equipped Effects (2023-11-01 v1.66). I have noticed Errors which now pop up when I click on an NPC. As a test I created a new campaign that only included the Monster Manual and the Equipped Effects extension. These are the errors which popped up when I clicked on a NPC.
Attachment 60194