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  1. #1131
    Kelrugem's Avatar
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    Hi

    Just a little heads-up: I am not sure if my extensions work with the new version of FG Currently, I am heavily preparing my next session next Monday, and thus I had not so much time for coding But I have holidays the whole month of March, so at latest then I will be able to update my stuff

    It might be safe to update though

  2. #1132
    Hi Kelrugem! Wanted to let you know a couple of bmos' extensions broke as a result of last update. Ammunition Manager (https://www.fantasygrounds.com/forum...Manager/page55) and Advanced Effects (https://www.fantasygrounds.com/forum...hfinder/page25). I recall you mentioning you could look at some of their extensions since bmos was stepping away so figured I'd mention it here. I and several others posted details on those threads.

    I didn't notice any issues with your extensions from last update. I see you're looking at March to look at anything so no worries just advising. Appreciate all the work and help as always.

  3. #1133
    Kelrugem's Avatar
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    Quote Originally Posted by brendude View Post
    Hi Kelrugem! Wanted to let you know a couple of bmos' extensions broke as a result of last update. Ammunition Manager (https://www.fantasygrounds.com/forum...Manager/page55) and Advanced Effects (https://www.fantasygrounds.com/forum...hfinder/page25). I recall you mentioning you could look at some of their extensions since bmos was stepping away so figured I'd mention it here. I and several others posted details on those threads.

    I didn't notice any issues with your extensions from last update. I see you're looking at March to look at anything so no worries just advising. Appreciate all the work and help as always.
    Thanks for the report and words In fact, someone fixed advanced effects already (I think it was SoxMax (thanks!) because he submitted a compatibility update to my extensions regarding that so, these two extensions may be incompatible right now) It is on my agenda to look at the ammunition manager, like next month

    And I am glad that my extension seems to work I didn't dare to update FG right before my next campaign session

  4. #1134
    Quote Originally Posted by Kelrugem View Post
    Thanks for the report! Interesting, I will have to check that out, I thought the code of (dis)advantage should be universal enough to affect all rolls. Though one might ask: Should it be allowed that the (dis)advantage effects affect fortification rolls? (but your report may be very well based on such a use case; so that I should certainly check it out )
    Mythic Critical Focus basically does this.

    https://aonprd.com/FeatDisplay.aspx?...itical%20Focus

    Mythic Critical Focus
    Source Mythic Adventures pg. 61
    Your blows unerringly find your target’s vital spots.

    Prerequisites: Critical Focus.

    Benefit: You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

    There may be other things that do something similar, but this was what caused me to bring it up.
    Last edited by rmilmine; February 22nd, 2025 at 16:39.

  5. #1135
    Kelrugem's Avatar
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    Thanks! Interesting Yeah, in my holidays soon I will check to fix such things (though my laptop started to struggle a lot recently, but I hope it can be repaired)

    Quote Originally Posted by rmilmine View Post
    Mythic Critical Focus basically does this.

    https://aonprd.com/FeatDisplay.aspx?...itical%20Focus

    Mythic Critical Focus
    Source Mythic Adventures pg. 61
    Your blows unerringly find your target’s vital spots.

    Prerequisites: Critical Focus.

    Benefit: You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

    There may be other things that do something similar, but this was what caused me to bring it up.

  6. #1136
    Kelrugem's Avatar
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    a short heads-up: Tomorrow or so I will try to implement SoxMax's fix for the incompatibility with advanced effects; on Friday I fly to Taiwan for holidays (seeing my wife living there) and I stay there for a whole month, so I have some time due to long holidays I will fix some of the issues then, and I will check how the new action tab looks like because I am not totally sure whether I like the new style. As an option I might add the old action tab to my extension, but I have to think about it. Maybe a separate extension for the action tab style? (but a separate extension may lead to incompatibilities with ammunition manager; the compatibility will be difficult if one wants to avoid two versions of the ammunition manager)

    Sorry that I couldn't look at all things yet; today I finally run my own campaign again and I had to prepare that

  7. #1137
    Morenu's Avatar
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    If you give us back some equivalent of the old action tab, can you confer with Zarestia and their Advanced Charsheet extension. there are only about 5 extensions I can't do without, and that's one of them, along with yours. their sheet essentially makes the action tab have 4 different sections
    My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.

    40+ PF1e Extensions & Modules I use, with links.

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    Discord: Morenu

  8. #1138
    Kelrugem's Avatar
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    Quote Originally Posted by Morenu View Post
    If you give us back some equivalent of the old action tab, can you confer with Zarestia and their Advanced Charsheet extension. there are only about 5 extensions I can't do without, and that's one of them, along with yours. their sheet essentially makes the action tab have 4 different sections
    Yeah, I try to do it nicely But based on the answer of SmiteWorks in the other thread about that, I may also simply wait for the outcome first

  9. #1139
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    After working on the Ammunition Manager, bringing back the old UI in a way that's reasonably compatible with the new code structure may be quite difficult. Best bet is probably to wait for SmiteWorks, they seem to be aware that the sentiment around the 3.5 changes is not positive.

  10. #1140
    Hi. Is anybody else having the following error when trying to roll anything from their character sheet? After disabling extensions "Extended automation and overlays" the error does not appear:

    [2/24/2025 6:27:37 PM] s'Can't find CT node: ' | { s'sType' = s'charsheet', s'sName' = s'Lucius van Dyken', s'sCreatureNode' = s'charsheet.id-00001', s'aTargets' = bFALSE }

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