Thread: PFRPG Item Durability
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July 25th, 2020, 12:28 #11
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July 25th, 2020, 12:48 #12
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- Sep 2019
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- 11
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July 25th, 2020, 13:08 #13
See the compatibility section of the readme (on the extension homepage). Each extension has a lot of good info in the readme (hence the name hehe).
TO summarize: it probably is not compatible with more, but I know for a fact that it breaks rmilmine's extensions (since we both modify item_main). I think I can fix this eventually.
I restricted those fields to positive numbers, will be included in next update.
The color coding (it should be orange if damage is 33% or greater of item hp, red if 66% or greater of item hp, and grey if equal to item hp) and damage are handled by item_main which is modified by a number of different popular extensions including rmilmine's. I would assume you're using it with another extension that is blocking my script from running (which does still add the fields for manual use).
Adding the broken condition effects is definitely on the to-do list, but isn't implemented yet.
Hardness and HP are both hidden unless they have values entered. Damage is hidden unless HP has a value entered.
EDIT: wow, nesting quotes works! neat!Last edited by bmos; July 25th, 2020 at 13:15.
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July 25th, 2020, 13:45 #14
Try this new version
https://github.com/bmos/FG-PFRPG-Ite...ses/tag/v1.0.1Last edited by bmos; July 25th, 2020 at 17:18.
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July 25th, 2020, 14:27 #15
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OK I was using both the
Customized Item Generator for 3.5E and Pathfinder
and
PFRPG - enhanced Items
Test 1:
with both of these
no colour hp, the boxes aren't locked (even when item is locked) and can't be made negative with v1.0.1
I will now try one by one with v1.0.1
Test 2:
Ok with ONLY the Customised Item Generator v1.0.2 and your v1.0.1
the boxes cannot be made negative, but no colouration of the fields
Test 3:
with your v1.0.1 and the PFRPG - enhanced Items
Same, fields are editable (item locked or unlocked, and no colouration of damage field)
Test 4:
durability v1.0.1 , yep, it works in isolation
hmm, so it's conflicting maybe with those two somehow
I don't know if this helps but i'll write it anyway!
yes, it says in the readme! I'm always forgetting to read that!Last edited by Zygmunt Molotch; July 25th, 2020 at 14:38.
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July 25th, 2020, 22:19 #16
This is a great extension indeed! Thank you "bmos"!
Here is a question, is it possible to turn it on and off by the GM?
Some items like some Artifacts and Magus "Black Blade" can't be destroyed for the most part.
Again, Thanks!
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 26th, 2020, 11:40 #17
Last edited by bmos; July 31st, 2020 at 11:30.
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July 26th, 2020, 11:47 #18
v1.1.0 Broken condition automation
https://github.com/bmos/FG-PFRPG-Ite...ses/tag/v1.1.0
This is new functionality that I have tried to test comprehensively, but I'm sure you will all find interesting ways that it's broken
Enjoy and please pass along any script errors or other issues/bugs you find.
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July 26th, 2020, 19:10 #19
v1.2.0 Update: Hardness/HP Calculator
I figured this would be harder... 7 hours later it's pretty much done (other than fixing whatever bugs I haven't found yet).
Thanks to dellanx for the ideas and motivation
EDIT: I had a typo; it was working for armor and items but not weapons.
Here is latest version:
https://github.com/bmos/FG-PFRPG-Ite...ses/tag/v1.2.1
EDIT 2: I added almost all the other material types!
Here is latest version:
https://github.com/bmos/FG-PFRPG-Ite...ses/tag/v1.2.2Last edited by bmos; July 26th, 2020 at 23:17.
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July 27th, 2020, 04:06 #20
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cool!
since it now works with Enhanced Items, what are the chances it will work with rmilmine's Customised Item Generator in the future/what's required?
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