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September 4th, 2023, 05:49 #271High Templar
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Class DnD Ruleset (AD&D 2e)
Love it - even without 80% of the features working.
Only 'effects' trigger an asset check, so in the case of things like cure light wounds, which is simply a 'HEAL' - I made an additional effect 'i.e. CureLightWounds' that I can trigger to get a visual -
Event hooks for Damage, Heal, Save and Cast - don't get raised in this ruleset - but Effect does.
Only thing that's a bummer is the placement and scaling of rays-like effects, like lightning bolts.
With assets like this, it doesn't scale or place the asset correctly (the direction the asset is placed is always a straight line through the token across the x axis) - not adjusted to the correct angle, a line from caster to target.
Additionally it does not scale it properly.
But things that just apply the asset at the token seem fine and scaled correct.
To learn more, I loaded up 5e to try out the full set of capabilities and learn more about it, really robust.
IF I had one wish for this, it would simply be to support the angle/placement computation for ray-like assets.
Just out of curiosity, Is there something I can bring up to the author of the ruleset to make it more compatible with this?
This is just badass.Last edited by spencerg; September 4th, 2023 at 06:06.
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September 4th, 2023, 21:48 #272Free(Forums/Forge) Extension(FGU 5E):
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September 4th, 2023, 23:11 #273High Templar
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That's strange because what I'm referring too, worked when I used it in 5e, but not in 2e. 2023-09-04_15-27-39.png.
I'm probably missing something in the videos or chat, it is a lot to take.
Funny thing is, I had this working in 5e last night, now I'm getting the same result as the image,
Could it be I need to include SELF to give it an origin point to target ? I'll keep poking at it, obviously user error and I missed something in the various conversations.Last edited by spencerg; September 4th, 2023 at 23:49.
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September 4th, 2023, 23:52 #274
You do realize I have a examples in the mod I provide somewhere above. You can just look at those if you want to see how the "ray" needs to be oriented. But if memory serves its left to right on x axis of asset. Then the scale is done based on distance between tokens. And of course, you read up on the range differences you can provide if you don't feel scaling one fits your needs. Again - see the dropbox mod I provided. Can't remember the link so I leave that to you as an excerise on how to properly explore this thread - particularly the last 5-10 pages.
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September 4th, 2023, 23:55 #275High Templar
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I did not know this - I'll keep trying.
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September 5th, 2023, 00:56 #276High Templar
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I just wanted to add this:
5e vs. 2e -
Here is my lightning bolt working in 5e. I hit CAST and it parses, places and scales correctly.
2023-09-04_16-40-37.png
Here it is when I try to add it as an EFFECT.
2023-09-04_16-47-36.png
This last image is the result I get in CLASSIC DND Ruleset, no matter what I do. As I was saying before, non of the Event Triggers, like HEAL, SAVE, DAMAGE, ect. get raised in this ruleset.
The only one that seems to work is EFFECT. When you click an EFFECT from powers, or add one manually via the Tracker and manually trigger a rescan from the image, it will work.
But with rays, it places it like the following.
2023-09-04_15-27-39.png
IF it can't work with this ruleset, that's fine, but Id sure like to know what I'm doing wrong if it does.
I'll leave it at that for now.
Happy labor day.
I should add - I use : https://github.com/Jules-Bens-Aa/JB2A_DnD5e
Nice collection.Last edited by spencerg; September 5th, 2023 at 01:56.
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September 5th, 2023, 04:25 #277
As I always say in all of my extensions - they are for 5E. Where I can see they can partially work in other rulesets I open them up for them but in no way EVER will you ever see in print ANYWHERE that I support anything other than 5E in my extensions. Its the only one I use and the only one I plan to ever support.
As for why things don't work in other rulesets - they tend to do their own things outside of CORERPG standard coding sometimes (a lot of the time) and if I opened up something because it was pure CORE calls its by no means stating it will work in any of them. Look at the text file for this extension for dirt level details - or look at code as all my code is open and not in the vault nor will it ever be.
What does this mean? It means it only works in 5E. But might, if your lucky, have aspects that work in other ones. And that I will be putting 0 effort into supporting those that do not - they vary from non 5E ruleset to non 5E ruleset on what calls they support that I use. Do I wish all rulesets respected the CORERPG standard coding contract? Sure. But they don't. Hence why I don't support them at all.
Why do I open some of my extensions to those other rulesets? Because some parts do work and I was asked. But I still state here - and in all my page 1 extensions - its 5E only. But secretly, in the .txt file - I may say it might work in some other things. No support if they don't
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September 5th, 2023, 05:29 #278High Templar
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Not a problem at all. I was just thrown off when you said “rays work, create your asset correctly” (verbatim).
I’ve been a developer for > 20 years, believe me I understand everything you said and why you chose to unlock it.
Furthermore, I tend to document and heavily comment my source as well ... just for it too not be read through .
Therefore, I try to make an effort to read through everything when someone has taken the time to lay it out such as this.
If you ever have time to poke at it, that is great … if not, that’s absolutely fine as well.
I can tell you, with debugging on, Its definitely falling into the logic of putting it on the screen and attempting to scale/place it ... its just missing something vital or its a sequence issue.
In any event, just curious.
Anyways SilentRuin, thank you again for your help/explanations.Last edited by spencerg; September 5th, 2023 at 08:39.
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September 5th, 2023, 15:48 #279
As a developer - you understand that the callbacks I listed in the .txt file are not being called in the all the rulesets outside of 5e. And as I said - feel free to modify the code for your own use to make it call things in whatever world you are running in. I'm not so tight fisted with my code that I don't allow people to do what they want with it. Ideally you could even make an extension of your own that exist on top of mine to override parts to make it do what you want it to do where you want it to do. But for some reason people never want to do that.
If you have a 5E issue feel free to let me know. The other rulesets are "unsupported" unless they happen to call the CORERPG things I'm calling. And any 5E specific things they will not support at all. Hence the blanket "unsupported" statement outside of 5E.
Either way good luck on what you decide to do.Free(Forums/Forge) Extension(FGU 5E):
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September 26th, 2023, 04:18 #280
Note to self:
Something in FGU or extension (other than mine that I use) has changed in the last month that caused a longbow attack on something with fairy fire effect
on it to generated 3 dice for attack (1 dice roll then an advantage dice roll) when it should have just been the advantage dice roll. Can't duplicate in local client.# Faerie Fire (Blue); (C); GRANTADVATK; LIGHT: 0/10 0000FF; 'Deactivate invisibilityLast edited by SilentRuin; September 26th, 2023 at 04:57.
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