Thread: Kelrugem's extensions
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July 22nd, 2021, 10:03 #431
The Immune: precision one is something I surely need to add, actually I updated the NPC parsing recently (in the forge, not yet uploaded here) and I didn't think about that
About different overlays: Maybe there is a way to merge all different possible overlays into one extension, but not sure yet how Maybe with the allowance of in-built user customization
(but now my extended automation extension is split over four entries in the shop, I may need to deactivate the alternative overlay ones if I am able to merge that. I'll see)My extensions for 3.5e and Pathfinder
Bug reports please here
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July 22nd, 2021, 13:47 #432
hahaha it's not that vital.. I mean, the overlays I use are actually the first ones you ever put... and it's a minor issue compared to the precision thing anyway... oh well I'll try it out
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July 23rd, 2021, 01:50 #433
Sooo, there are new versions of the overlay extensions in the forge: For 3.5e the NPC parsing now also considers sneak attack/precision immunity
And there was a small bug fix: Keen didn't work with IFTAG, now it does
@Asgurgolas: Now you do not need to edit the extension anymore, except maybe for your overlays, but the new ones of tahl_liadon are niceMy extensions for 3.5e and Pathfinder
Bug reports please here
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July 25th, 2021, 19:29 #434My extensions for 3.5e and Pathfinder
Bug reports please here
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July 25th, 2021, 23:55 #435
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August 27th, 2021, 01:53 #436
@Kelrugem with the whole icons thing it might be easier for you and others to just have 2 versions of your extension, the normal one and the strain/injury one. Then tahl_liadon's icons could be an extension for your extension which just has new overlay images. This would also let others upload their own extensions to yours with more diversity of icons. It would also mean when you push updates you only have to update 2 Forge entries rather than 4 :P
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August 27th, 2021, 07:59 #437
I also thought about that at the beginning but decided against that such that people do not need to download graphics twice (my extensions plus the modifying extension) I am rather a fan of consolidated extensions to reduce the number of extensions one needs to activate (but yes, now with the forge the advantage would have been that I just have two forge entries; now these and the subscribers are split among more entries )
But this should still work One just needs to make sure that the loadorder is higher than my extensionMy extensions for 3.5e and Pathfinder
Bug reports please here
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August 27th, 2021, 13:38 #438
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August 27th, 2021, 14:00 #439My extensions for 3.5e and Pathfinder
Bug reports please here
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September 5th, 2021, 13:35 #440
I have added this list to the third post such that I do not get lost with what I want to add in the next update of the big extension (but no guarantee)
If you ever think there is something missing, then please let me know
About the opposed skill stuff: I am currently adding a lot of homebrew thingies to my campaign for making martial arts way more attractive (like parts of https://dnd-wiki.org/wiki/Tome_of_Pr...5e_Sourcebook)), hence, I am still thinking about the "best" implementation of opposed skill rolls depending on what feats and stuff players and NPCs can have. If something is completely homebrew and not reflected in any official source, then I would not add such a mechanic to my big extension of course (maybe instead release a separate extension for my homebrew thingies).
With that I want to say: If you have anything to say what I would need to think about the opposed skill roll stuff, then please let me know (again) I know that Svandal had once some suggestions, but I may need to find these posts again
But: The opposed skill roll stuff probably takes a lot of work, so, do not expect it too soon (depends on once my current life is a bit more structured such that I feel well enough again to spend time on coding)My extensions for 3.5e and Pathfinder
Bug reports please here
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