Thread: Kelrugem's extensions
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April 30th, 2020, 03:43 #81Patriarch
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The Corona virus has given me too much time on my hands.
It accesses some of the attack and damage functions and they appear to be differently named than the ones in 3.5E/PF, which is probably why it still works with your code because none of that is working as intended.
I'm currently working on something to modify the way items propagate from character inventory to the action tab.
I'm hoping to make items that including flaming, etc autmagically.
I'm also hoping to include potions and wands in the spells section.
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April 30th, 2020, 03:55 #82
Cool, sounds like nice ideas
(potions and wands are already possible, but you probably mean automatic population of their spells etc. there? In my save versus tags extension I added the ability to define whether some usage resets after a short/long rest or is a consumable like a potion (i.e. the uses there never reset after a rest); just in case you want to combine your extensions with the things added in some other extensions
)
Looking forward to what you code
My extensions for 3.5e and Pathfinder
Bug reports please here
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April 30th, 2020, 04:42 #83Patriarch
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I've not seen potions make an any item automagically in the actions tab. Is it supposed to do so somewhere?
The idea I had was if you add a potion to your characters inventory it would search the name for anything between () and go looking for a spell for that name. if it finds one it will add it or increase an already existing item in with the potion as its name. something like that in any case. Same thing with wands.
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April 30th, 2020, 05:03 #84My extensions for 3.5e and Pathfinder
Bug reports please here
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May 2nd, 2020, 14:53 #85Patriarch
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How would I use your save versus tags extension to define an item in the action tab as not resetting after a rest?
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May 2nd, 2020, 15:55 #86Templar
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Its under cast option for a spell.... if it has a cast option already its on the bottom when you use the magnifying glass to expand the cast. otherwise right click... add spell action... add cast... then use the glass to expand go to the bottom and toggle until its on consumable
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May 2nd, 2020, 16:13 #87Patriarch
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Found it thanks. Now I just need to figure out how to access it programmatically.
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May 3rd, 2020, 01:22 #88Patriarch
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Well I got it working. Thanks. Just have 1 bug to fix and I'll post it.
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May 6th, 2020, 22:38 #89Patriarch
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I have an odd bug and I'm not sure where the bug is coming from.
If you have the following 2 effects
DMG: 1d6 fire
and
DMG: 1d10 fire, critical
The only time these two effects will be applied is when a critical is rolled. The 1d6 should be applied all the time and the 1d10 should only be applied on critical.
I've tried testing this with no extensions and it has the same result. If I remove critical it applies both dice all the time, with critical the only time it does is when critical is rolled.
I'm guessing there is a bug in fs somewhere that isn't taking in to account the possibility that there might be a situation where you have two effects with similar but not exact damage types.
I wonder if there is a fix for this?
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May 8th, 2020, 19:37 #90High Templar
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There is a thread where Kelrugem found this - I confirmed it - you will also have that bug if you do manual dice rolling and force a critical.
The "workaround" at this time - is do the weapon with one of the two effects - and just add the 2nd effect to the character in the combat tracker. That does produce the correct result.
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