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March 3rd, 2023, 17:58 #851
Hi celestian, great extension, much thanks. It's invaluable, when used to prep an upcoming session.
I've noticed two things:
1) The first might be out of the scope of your extension.
The INIT: Effect when placed in the Effect Features (at the bottom of an NPC's stat page), does not work on the first initiative roll, when the NPC is just dropped into the Combat Tracker. On any subsequent rolls of initiative everything is great. (see screenshot)
Noticed it in another campaign, so created a virgin campaign, no other extensions, no modules, no community content.
Untitled_2.jpg
2) Just in case the above happened to have thrown an error, I looked at the console, and found a warning (see second screen shot)
It occurs during load though so I doubt it has anything to do with issue #1.
Personally, even warnings make me cringe when thrown by my own extensions. They never seem to be a good thing. So I thought I'd give you a heads up.
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March 3rd, 2023, 20:38 #852---
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March 3rd, 2023, 21:34 #853
Regarding #2, the warning indicates an XML merge that exists solely for extension compatibility purposes and so when the other extension isn't present the merge can't resolve. Personally, I've never found a way to reconcile this type of scenario without the warning. I'd be interested if you have any ideas though cause that sort of thing exists for a handful of extensions beyond this one.
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March 3rd, 2023, 23:24 #854
Ich! If I comprehend fully, what you’ve said:
The only way I can think of is to do it programmatically (in lua) during runtime.
Check for the existence of the windowclass in an onInit(), probably, if it exists, build whatever you’re merging in, some sort of control I suspect, and add it in that way.
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March 4th, 2023, 04:37 #855
Yeah, I've been in similar headspace, the primary challenge is that by the time extensions are loaded and Lua scripts are run it isn't possible to interact directly with windowclass definitions, only with the resulting windowinstances. So the onInit in question would need to be for the windowinstance as it is opened, and the only way to get the script there would be to merge with it, and so vicious cycle. In theory one could possible tie in to the Interface.onWindowOpened event, though that would be at least an order of magnitude more complex and thus error prone than normal merging, which is ultimately counter to the goal of keeping things clean. If only we could have conditional XML based on extensions, like we can for rulesets, though even that comes with a whole slew of load order considerations.
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March 4th, 2023, 05:20 #856
@celestian sorry about hijacking your thread.

@MeAndUnique another possibility is a third extension, common to both, housing only the common windowclass. If either extension is used the third, common extension, is also used. The windowclass is guaranteed to be there that way. I started a proof of concept years ago with one of my extensions. Had a base functionality and years later added a large extended functionality. I developed all three extensions in one “house” to get it all working. Then just never got around to breaking them out into separate unique extensions. Still resides that way today. Hella easier to support. Either the base functionality gets broken by an FG update or the advanced functionality gets broken. Rarely both.
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March 14th, 2023, 11:29 #857
Doubt: Can I use this extension with the Ammo Manager and apply the +1 Effect on the arrow or bolt for example?
Example: I have a Shortbow equipped and 2 quivers, one of which has 20 common arrows and the other 20 arrows +1.
Using the Ammo Manager resource I equip my Shortbow with the +1 arrows and then with the Advanced Effects extension I determine that [ATK: 1][ActionOnly] and also [DMG:1][ActionOnly].
When I have the +1 arrow, will my attacks and damage have a +1 bonus?
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March 14th, 2023, 13:13 #858
If you mark the effect pinned to the arrow as Action Only and equip the arrow, only attacks made with the weapon that has that arrow loaded will benefit from the arrow's attached effect.
At least, that is how it is supposed to work. I contributed back that integration some time ago when I added it to my PFRPG port of Advanced Effects and it may have stopped working here at some point.
So if it doesn't work, let me know!Last edited by bmos; March 14th, 2023 at 13:15.
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March 14th, 2023, 20:57 #859Acolyte
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Do anybody knows how to fix the extension not working?
I added trough forge the extensions "5E Advanced Effects", updated fantasy grounds, enabled it in the "load campaign" section, in the chat shows that the extensions is added and enabled it in the rules, but when i open a sheet i can't find any of the option of the extension. Tried to disable & hide it, update, re-enable and re-update, but it didn't fix anything.
There is something i'm missing?
(A guy on discord helped me, i was searching under the wrong tab ç_ç)Last edited by Retroh; March 14th, 2023 at 21:02.
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March 14th, 2023, 21:25 #860-MrDDT
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