FG Spreadshirt Swag
Page 1 of 3 123 Last
  1. #1

    IF NOT - Untrue Effects

    Current Version: 0.3

    Functions like IF: ; and IFT: ; except checks if proceeding conditions are absent.

    • IFN: condition; - Ignores the remainder of the effect components within the effect label, unless the source actor does not have the specified condition.
    • IFTN: condition; - Ignores the remainder of the effect components within the effect label, unless the opposing actor does not have the specified condition.


    Options
    The following is under construction. would not function correctly with multiple targets
    Apply IFTN effects with no target
    - Off by default
    • Off: Effects proceeding IFTN will not apply effects when no target is selected
    • On: Effects will apply even if no target is selected


    A note about compatability:
    any extensions that modify EffectManager5e/manager_effect_5E may have conflicts; please report any found issues in this forum.

    Incompatible Extensions:
    • Fantasy Grounds Ongoing Save Effects by Kent McCullough and Rob Twohy

    I am new to LUA and XML writing, so updates/improvements may not happen very often.

    The extension is available on Forge.


    Changelog:

    ver. 0.11 - changed load order to 0 to reduce chance of overriding other extensions and added more appropriate logo.
    ver. 0.2 - some redundancy removed from script, load order adjusted to 100, added compatability to Advanced Effects by celestian.
    ver. 0.3 - fixed compatability for Advanced Effects by celestian.



    for anyone here because of duplicate or disabled file/extensions; please navigate to your FGU data/extensions folder and remove any IF Not-Untrue Effects ext files and run an update.
    The current file should be named: IF_NOT-untrue_effects_berwind.ext and the extension menu name is Feature: Untrue Effects
    Attached Images Attached Images
    Last edited by Berwind; August 21st, 2022 at 18:52. Reason: update

  2. #2
    Very nice! Thanks for the contribution!
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  3. #3
    Nice! Welcome to the community! If you want, there's a Discord server with a few of us that are writing free/open source extensions and the like for Fantasy Grounds. There's only ten of us in there, but there's some heavy contributors such as bmos, Kelrugem, MeAndUnique, Saagael and others. All are welcome! And if you so choose, you could host or share your repo with the group so others could help contribute. I promise you'll get food information and advice from these folks - they've been awesome to collaborate/learn from.

    https://discord.gg/qpCeDvekKa

  4. #4
    Not that the food is necessarily that good. But hey, free is free
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  5. #5
    Quote Originally Posted by MeAndUnique View Post
    Not that the food is necessarily that good. But hey, free is free
    I've learned a bunch from you guys, just sitting in there and reading. And all the help when I post a question has been awesome.

  6. #6
    I'm also learning LUA (mainly to build my own extensions) though i am a absolute begginer. Have you tried the merge rules to merge your script with the existing file? Could this be used to increase compatibility with other extensions, maybe?

    Check this link: https://www.fantasygrounds.com/forum...yering-summary
    "A saint does what is right. A leader does what is necessary."

  7. #7
    Quote Originally Posted by Alanrockid View Post
    I'm also learning LUA (mainly to build my own extensions) though i am a absolute begginer. Have you tried the merge rules to merge your script with the existing file? Could this be used to increase compatibility with other extensions, maybe?

    Check this link: https://www.fantasygrounds.com/forum...yering-summary
    Funnily enough, MeAndUnique just brought that up to me in Discord this morning. I was hoping to look into it next week, but for now I'm going to be lowering the loadorder to help lower the chance of my script overriding another.

    Until major improvements are made, I would rather my script be overrode instead of causing another script to not function properly.
    Last edited by Berwind; April 8th, 2022 at 16:22.

  8. #8
    Thanks for this EXT very useful, pretty much a must have.
    -MrDDT
    Discord @mrddt

    Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
    http://fgapp.idea.informer.com/
    Vote For Idea to Default Modules to GM Only
    Vote For Idea to Give GM More Hotkey Options
    Vote For Idea to Disable Dice Animations

  9. #9
    Everything seemed to work well testing in my game, so I've added the update.

    ver. 0.2 - some redundancy removed from script, load order adjusted to 100, added compatability to Advanced Effects by celestian. Added an option in menu to apply effects from IFTN without a target.
    Last edited by Berwind; April 17th, 2022 at 09:42.

  10. #10
    New menu option to apply IFTN effects without target is not functioning fully as expected, I have disabled it for the time being.

    Thanks to Kelgrugem for pointing this out.
    Last edited by Berwind; April 17th, 2022 at 09:42. Reason: meant to edit previous post, but double posted by mistake

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in