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  1. #51
    I don't think they were really meaning that any of the folks, quite a few of who also produce paid extensions, have any less integrity or dedication. And just because you paid for an extension once, does not actually obligate the developer to endlessly update it every time there's a change or a conflict with another extension (there are several paid\non-paid where people have just walked away because of their own interests\time commitments\et al). There is a slight incentive for those who produce paid extensions to do those updates\fixes, though, if they wish to have additional sales.

    With that said, I really appreciate what everyone does to make the sessions I run easier, more fluid, and less hassle for me doing things during the session so I can concentrate on the players instead of the medium.

  2. #52
    Quote Originally Posted by nephranka View Post
    I was wondering if you have plans to add a command to handle actions that only happen once a turn, like sneak attack or favored foe for ranges in TCE?

    This has some really cool features. I am looking forward to using it.
    Thanks!
    There is no plans for redoing any of the stuff in Kents Automatic packages. They are all stable, easy to use, and don't conflict with anything that I know of.

  3. #53
    Quote Originally Posted by MeAndUnique View Post
    There's a balancing act for sure. Extension fragmentation comes with downsides, some of which can be more easily mitigated than others. This first is that extensions require manual updating, so more extensions means more work for end users to keep em up to date. The second is that of common infrastructure: related features often use the same code under the hood, so fragmenting the features into distinct extensions requires duplicating that code as well as increasing its complexity so that it doesn't interfere with itself in each fragment. This third is that while each extension on its own may be simpler and less likely to conflict, more extensions means more work to identify where the conflict is coming from.

    As for free vs paid... On behalf of myself and many of the free extension developers here on the forums, I'm so very sorry that clearly we have misunderstood the arrangement. I for one will be sure to be less responsive on updates, as is expected of me (completely joking of course). In all seriousness, I have absolutely no ill will toward those who wish to be paid for their hard work. And I admit it does sting at least a bit that it is assumed I, or any developer, would be less serious about my work because I have decided I would like to share it as a gift to the community.
    Again, great points. I think the free community here is very good and very responsive (present company included!) but I do see the pay side having the addition drivers keeping them current. There have been a few ext that have just drifted away and that sucks when you get invested into them (I am looking at you RFIA+).

  4. #54
    Quote Originally Posted by rhagelstrom View Post
    There is no plans for redoing any of the stuff in Kents Automatic packages. They are all stable, easy to use, and don't conflict with anything that I know of.
    Thanks for the update!

  5. #55

    Join Date
    Apr 2020
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    Australia
    Posts
    46
    Quote Originally Posted by rhagelstrom View Post
    Version update to 1.5

    Remove effect on save support
    Ongoing Save support
    Extra exhaustion automation to support Mad Nomads Character Sheet Effects Display (I don't own that extension so I couldn't test this)



    It should do that already. I tested it and it worked how I thought it worked. If you give me a specific example I can take a look at it.
    The exhaustion works great so far. Any chance to add the following to Exhaustion 1 & 3 so the effects show on the character sheet? Love your work by the way.

    EXHAUSTION 1
    DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma

    EXHAUSTION 3
    DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma

  6. #56
    Quote Originally Posted by 0m0n View Post
    The exhaustion works great so far. Any chance to add the following to Exhaustion 1 & 3 so the effects show on the character sheet? Love your work by the way.

    EXHAUSTION 1
    DISCHK: strength; DISCHK: dexterity; DISCHK: constitution; DISCHK: intelligence; DISCHK: wisdom; DISCHK: charisma

    EXHAUSTION 3
    DISSAV: strength; DISSAV: dexterity; DISSAV: constitution; DISSAV: intelligence; DISSAV: wisdom; DISSAV: charisma
    I could but I'd have to add all that to the effect in the combat tracker and it would get a bit verbose. This might be something better for Mad Nomad's extension as it would be cleaner and he could process/calculate the exhaustion level and make the adjustments there.

    Following on that thought, he could do the same for any of the other conditions if present, I don't know maybe he does already.
    Last edited by rhagelstrom; July 1st, 2021 at 03:29. Reason: additional thought

  7. #57
    Thanks for this awesome extension! They adds so many nice optimizations to so many spells/abilities!

  8. #58
    Version update 1.7
    Fixed issue where extension was disappearing when returning to launcher
    Fixed Not applying conditional statements (IF / IFT)
    Fixed Not respecting deactivated status of effect

    I had a major oversight in not checking the conditionals which is now corrected. Correcting this made me touch about every part of the code so this is a pretty big code change. I think I have it all working but let me know if you see an issue

    A few things to note:
    If exhaustion is deactivated, it will not sum when another level is added and it also will not decrement on long rest.
    If you use conditionals with the tags SDMGADDS/SDMGADDT/TDMGADDS/TDMGADDT the source (IF) is always the actor applying the effect

    Next focus will be supporting additional rulesets

  9. #59
    Quote Originally Posted by rhagelstrom View Post
    Version update 1.7
    Fixed issue where extension was disappearing when returning to launcher
    Fixed Not applying conditional statements (IF / IFT)
    Fixed Not respecting deactivated status of effect

    I had a major oversight in not checking the conditionals which is now corrected. Correcting this made me touch about every part of the code so this is a pretty big code change. I think I have it all working but let me know if you see an issue

    A few things to note:
    If exhaustion is deactivated, it will not sum when another level is added and it also will not decrement on long rest.
    If you use conditionals with the tags SDMGADDS/SDMGADDT/TDMGADDS/TDMGADDT the source (IF) is always the actor applying the effect

    Next focus will be supporting additional rulesets
    Thanks for the hard work!

    I tested it and it looks like the IF is now respected but the SAVEDMG is acting strange. It rolls the save then does this:
    [DAMAGE] FROMAURA [TYPE: untyped (=0)]
    Damage [0] -> [to test]

    I am using your:
    Moonbeam; SAVEOS: CON 14 (H)(M); SAVEDMG: 2d10 radiant

    and the Auras ext,

    Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant




    I also gave the Web code a try...it is rolling DIS for the save and no matter the result removing the effect.

    [SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 15]
    Save [6][vs. DC 14] -> [for test] [FAILURE]
    Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on test]


    [SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 20]
    Save [25][vs. DC 14] -> [for Adult Brass Dragon] [SUCCESS]
    Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on Adult Brass Dragon]

    Code:
    Web; Restrained; SAVES: DEX 14
    Attached Images Attached Images
    Last edited by nephranka; July 1st, 2021 at 22:52.

  10. #60
    Quote Originally Posted by nephranka View Post
    Thanks for the hard work!

    I tested it and it looks like the IF is now respected but the SAVEDMG is acting strange. It rolls the save then does this:
    [DAMAGE] FROMAURA [TYPE: untyped (=0)]
    Damage [0] -> [to test]

    I am using your:
    Moonbeam; SAVEOS: CON 14 (H)(M); SAVEDMG: 2d10 radiant

    and the Auras ext,

    Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant




    I also gave the Web code a try...it is rolling DIS for the save and no matter the result removing the effect.

    [SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 15]
    Save [6][vs. DC 14] -> [for test] [FAILURE]
    Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on test]


    [SAVE] dexterity Web [DEX DC 14] [EFFECTS] [DIS] [DROPPED 20]
    Save [25][vs. DC 14] -> [for Adult Brass Dragon] [SUCCESS]
    Effect ['Web; Restrained; SAVES: DEX 14'] -> [EXPIRED] [on Adult Brass Dragon]

    Code:
    Web; Restrained; SAVES: DEX 14
    Thank you I'll take a look, sorry for the trouble

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