DICE PACKS BUNDLE
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  1. #1

    Constant Effect Apply Extension

    This extension allows you to designate effects on NPC sheets that will be automatically applied when the NPC is added to the combat tracker. This is useful for NPCs that have 'Before Combat' actions or all-day buffs that aren't necessarily included in their base stat block. This extension adds a checkbox to the effect details window to indicate whether the effect should be applied when the NPC is added to the combat tracker. See screenshot.

    Screenshot.jpg

    FGU users get it from The Forge.
    FGC users download this: consteffectapply.ext

    Files Touched
    campaign\record_spell_roll.xml
    Last edited by darrenan; August 20th, 2022 at 17:55.

  2. #2
    It says 'Item not found' when following that link.

  3. #3
    It's in the middle of an approval since I updated it to include a link to this forum post. Once it is approved it should show up again.

  4. #4
    Thanks darrenan, this is great.

    I'm been working on adding effects to all the monsters and was frustrated by this exact problem. And along you come with the solution.

  5. #5
    Found an issue.

    If I try to pull in a creature with nothing in the Spells tab into the Combat Tracker I get the following error

    [ERROR] Script execution error: [string "scripts/consteffectapply.lua"]:21: attempt to index local 'nodeSpellset' (a nil value)

    If I 'Add Spell Class' to the Spells tab the error goes away. I can even delete that Spell class afterwards and the error still does not occur.

    Looking at my db.xml file for a creature that gets the error versus a creature that does not get the error I can indeed see that the <spellset> node does not exist for the creature that gets the error.

    Creature that gets the error (no <spellset> node)
    ...
    <specialqualities type="string">incorporeal, channel resistance +2; Weaknesses resurrection vulnerability, sunlight powerlessness</specialqualities>
    <speed type="string">fly 80 ft. (perfect)</speed>
    <strength type="number">0</strength>
    ...

    Creature the does not get the error (has <spellset> node)
    ...
    <speed type="string">20 ft., climb 20 ft., swim 20 ft.</speed>
    <spelldisplaymode type="string">action</spelldisplaymode>
    <spellmode type="string">standard</spellmode>
    <spellset>
    <id-00001>
    <availablelevel0 type="number">0</availablelevel0>
    <availablelevel1 type="number">0</availablelevel1>
    <availablelevel2 type="number">0</availablelevel2>
    <availablelevel3 type="number">0</availablelevel3>
    <availablelevel4 type="number">0</availablelevel4>
    <availablelevel5 type="number">0</availablelevel5>
    <availablelevel6 type="number">0</availablelevel6>
    <availablelevel7 type="number">0</availablelevel7>
    <availablelevel8 type="number">0</availablelevel8>
    <availablelevel9 type="number">0</availablelevel9>
    <cc>
    <misc type="number">0</misc>
    </cc>
    <cl type="number">0</cl>
    <dc>
    <abilitymod type="number">0</abilitymod>
    <misc type="number">0</misc>
    <total type="number">10</total>
    </dc>
    <levels>
    <level0>
    <level type="number">0</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level0>
    <level1>
    <level type="number">1</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level1>
    <level2>
    <level type="number">2</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level2>
    <level3>
    <level type="number">3</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level3>
    <level4>
    <level type="number">4</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level4>
    <level5>
    <level type="number">5</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level5>
    <level6>
    <level type="number">6</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level6>
    <level7>
    <level type="number">7</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level7>
    <level8>
    <level type="number">8</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level8>
    <level9>
    <level type="number">9</level>
    <maxprepared type="number">0</maxprepared>
    <spells />
    <totalcast type="number">0</totalcast>
    <totalprepared type="number">0</totalprepared>
    </level9>
    </levels>
    <points type="number">0</points>
    <pointsused type="number">0</pointsused>
    <sp type="number">0</sp>
    </id-00001>
    </spellset>
    <strength type="number">8</strength>

  6. #6
    Thanks, probably just need to add a nil check somewhere.

    EDIT: Version 1.0 (previous version was still 0.1) which fixes this issue has been uploaded to the Forge for approval.
    Last edited by darrenan; August 2nd, 2021 at 16:35.

  7. #7
    Screenshot 2021-09-19 114650.jpgScreenshot 2021-09-19 114650.jpg

    Hi darrenan,

    keep getting this when addings an NPC (with no preset effects) to the CT,

    it's line 25 of consteffectapply.lua (it may need a default), much like the error you fixed above

    it applies/pops up when creatures DO NOT have spells
    Last edited by Zygmunt Molotch; September 20th, 2021 at 11:51.

  8. #8
    Version 1.01 has been uploaded. I added nil checking at every level of the iteration so this should be fixed once and for all.

  9. #9

  10. #10
    The extension seems to work, but because of the other extension I use everything was very slow. Had to unload it. I do use Kel's overlay extension.

    Also my players could not see NPCs on map, until I unloaded this extension.

    GM VIEW:
    unknown (1).png

    PLAYER VIEW:
    unknown (2).png

    Thanks!
    Last edited by dellanx; October 4th, 2021 at 01:53.

    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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