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February 11th, 2022, 13:24 #151
- Join Date
- May 2016
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- 166
I installed the other version and it is working now. There doesn't appear to be any negative effects.
Thanks for your input and ideas!
Rob
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February 11th, 2022, 13:32 #152My extensions for 3.5e and Pathfinder
Bug reports please here
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February 11th, 2022, 14:11 #153
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- May 2016
- Posts
- 166
Following the older posts, in addition to:
"StrainInjury plus extended automation and overlays"
I installed:
"Feature: Extended automation and alternative overlays"
Now everything is working. I know they are essentially the same extension, but the error message came up, breaking attacks, when I only had the first one installed.
Rob
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February 11th, 2022, 14:17 #154My extensions for 3.5e and Pathfinder
Bug reports please here
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March 17th, 2022, 04:18 #155
Hi,
Any thoughts on supporting ability bonuses to be parsed from the "Advanced Effects" section of character sheet via a call to EffectManager35E.evalEffect()? Doing this, and then just replacing rEffect.sName with the result would expand the ability bonus into the numeric value in the combat tracker when the char is dragged over.
This is a rough proof-of-concept example with some debug comparing the original effect string vs. the parsed one at the end of updateCharEffect in manager_AE.lua:
Code:sendEffectAddedMessage(nodeEntry, rEffect, sLabel, nGMOnly, User.getUsername()); local sParsedEffect = EffectManager35E.evalEffect(nodeEntry,rEffect.sLabel, nil); Debug.chat(rEffect.sLabel,sParsedEffect); rEffect.sName = sParsedEffect; EffectManager.addEffect("", "", nodeEntry, rEffect, false);
Screen Shot 2022-03-16 at 11.05.22 PM.png
The resulting entries on the CT look like this:
Screen Shot 2022-03-16 at 11.11.06 PM.png
Are there any downsides to doing this? I find it handy to have the ability score text reference in the defined effect on the char sheet so I can more easily remember where the number came from. Obviously, the numbers in the CT won't change if an ability changes in the middle of combat, but at least during downtime if you level up and an ability changes, it would be reflected the next time the char is dragged to the CT.
Cheers,
Brian
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March 17th, 2022, 13:46 #156
This is awesome! That is one of the improvements I have been wanting to make and hadn't looked into how it could be done
bmos' extensions
he/them
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March 17th, 2022, 16:23 #157
If it turns out to not have any unexpected adverse side-effects, I think this might also help reduce the parsing effort on the CT side of things - at least minimally in some cases. For example, if I enter the contrived effect of "AC: 1+4+5+1" with this evalEffect() pre-parsing occurring, it gets put into the CT as "AC: 11". Not a huge difference, but every little bit helps. :-)
Cheers,
Brian
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April 26th, 2022, 09:57 #158
- Join Date
- Apr 2020
- Posts
- 6
Hello, I have loaded the extension 1.1.2, but when I equip an item with an effect I get the error "Handler error: [string "scripts/manager_affect_adnd.la"]510:attempt to call field 'getActorFromCT' (a nil value)"
What is the problem?.
Thank you.
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April 26th, 2022, 11:06 #159
v1.1.2 is from May 28th, 2020.
Here is the latest.
https://forge.fantasygrounds.com/shop/items/33/viewbmos' extensions
he/them
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April 28th, 2022, 04:15 #160My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance. Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
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