I didn't knew that AE have feat suport. That's pretty cool. I have to try on my homebrew feats.
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I didn't knew that AE have feat suport. That's pretty cool. I have to try on my homebrew feats.
Works on races as well.
https://i.imgur.com/7vLndIG.png
Hello! I'd like to report a strange thing that is happening to me. See attached screenshot. I managed to find out that it is an interaction of Advanced Effect with the extension Equipped Effects.
If you have time to have a look would be great :-)
Thanks!
I ran into the exact same problem and came to the same conclusion yesterday, when prepping for a game.
This was reported in Discord as well. I think @Tan0 narrowed it down to two extensions having a bad interaction (Advanced Effects, Equipped Effects).
Regards,
JPG
Basically after being prodded with pointy sticks by some users and devs, the gist was (at a guess) was this change - don't know how or why - busted the NPC record sheet - according to superteddy he thought it was somehow hiding something no real idea why. I don't personally use this extension or have any idea what it does or what the code looks like - this was passed to me by someone else though (ryan).
Change was you added fastinit and activate.Code:<!-- Override CoreRPG subwindow_record version here to add fastinit and activate otherwise readonly records do not show data -->
<template name="subwindow_record">
<subwindow>
<anchored to="contentframe" position="over" />
<fastinit />
<activate />
</subwindow>
</template>
For 1 1/2 years my code has overridden the npc_record.xml to allow replacing the text fields with formatted text so all the asteric etc. translations of links and other formatted text can actually appear in the main page data. This invovled the following npc.lua override...
(see npc.lua override)
where I replace all the text received into my fields
The actual override is in record_npc.xml key part being...Code:function onLockChanged()
if super and super.onLockChanged then
super.onLockChanged();
end
-- We moved text into subwindow - have to intercept here as the super will call the super version not this local one.
if subwin_text.subwindow then
subwin_text.subwindow.update();
end
end
(see record_npc.xml override)
with key part being this...
For whatever reason you adding in fastinit and activate to the base subwindow has messed up the resulting display in NPC record sheet. (Guess it may be something else).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>
No earthly idea why.
Given the amount of irritation this generated in the discord thread - I can assure you its got nothing to do with you. But more about the expectation I'm a walking almanac of info and expected to debug things I don't even use. If you want to contact me privately feel free - but I'm not in a good mood with users at the moment. They are my bain - my cross to bear - as an extension developer (sigh).
EXTENSIONS = RISK
Looks like someone added fastinit/activate to a tabbed subwindow control (which is supposed to be controlled by the tabs); or they used the wrong template (sub_record_header is for single subwindow sheets; subwindow_record is for tabbed subwindow sheets).
Regards,
JPG
Hi.
The Advance Effects extension interferes with Kit'N'Kaboodle (cannot edit details) and Equipped Effects (duplicate NPC text).