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  1. #51
    When I click on an a charge from an item power, it doesn't automatically activate the associated item power via combat automation. Previously from my video, you could see it activate the wrong power; now it simply doesn't activate any. And I think that's fine, as long as it's not actively erroring out and can use both extensions, I'm happy.

  2. #52
    Quote Originally Posted by Paladins Pride View Post
    When I click on an a charge from an item power, it doesn't automatically activate the associated item power via combat automation. Previously from my video, you could see it activate the wrong power; now it simply doesn't activate any. And I think that's fine, as long as it's not actively erroring out and can use both extensions, I'm happy.
    Unless it was working previously, I'm not going to be able to make it work without a hard-core rewrite. What was happening in your video, is that it was simply activating whatever SPELL was last activated. That is not the same thing as trying to activate a power attached to a JoAT item entry. Those powers are written differently into the action window. You may notice they look very different. Ultimately JoAT will need a rewrite so their powers are setup in the same way as the spell powers. That way, interactions with other extensions and base-FGU-rewrites will work seemlessly. We are not there right now.

    TLDR: If it was working before, let me know and I can try to get it working again. But I can't make it work at this time, as I don't have the time for a rewrite at this juncture.

  3. #53
    Vass_Dts's Avatar
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    Just a heads up for the TEST version (7.8.0); the following error is thrown up:
    [ERROR] Script execution error: [string "JackOfAllThings:..ts/counter_item_power.lua"]:72: attempt to call upvalue 'getCastValueOriginal' (a nil value)

    Near as I can tell it involves item use charges (which are not even shown on the character sheet right now).
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  4. #54
    @Vass_Dts This error should be gone now.

    SW completely rewrote the script that controls charges. I need to make a corresponding rewrite to JoAT scripting to give the charges on JoAT action items the full functionality they had before. I kind of "duct taped" it together so it wouldn't throw errors and retain as much functionality as I could without starting the rewrite. Eventually my plan is to make JoAT use normal action entries for items like Equipped Effects does, but with the added functionality of the extended charging control functionality that JoAT and KnK users have enjoyed up till now (thank you M&U). I realize this will take away the grouping function of JoAT. But it will also allow greater compatibility with other extensions and further updates to FGU to improve JoAT's longetivity.

    For now, it looks like item deletion is no longer working in JoAT. It will be that way until I have time to do a rewrite. I BELIEVE that is the only thing not working at this time. Please let me know if this is not correct.

    Unfortunately, I have become very busy IRL so my time to commit to this is pretty limited and I am supporting many extensions as this point. It will probably be some time until the above plan gets implemented. But I will continue to keep JoAT and the other M&U extensions as functional as I can with my time limitations. If anyone wants to contintribute, I'd be happy to check out pull requests on GitHub or answer any questions here on the forum or in Discord.

    If you have any comments, requests, or questions, please let me know. Or if you find any errors I'm not aware of.

  5. #55
    First, Thanks a lot for this extension. I really love it. I created over 200 items for my players and added them to groups to show on the character sheet. Unfortunately, the charges are no longer displayed, which causes some problems. Is there a way to fix this quickly?

    Kindly Regards
    Michael

  6. #56
    So, as explained above, SW rewrote the script that handles charges. When M&U wrote KnK, he made it very complex in the charge handling. I don't really think anyone but M&U would be able to quickly piece JoAT back together with the rewrite of the charges script that SW did. Now, I do have a plan to bring JoAT back to full functionality, but it involves a considerable investment of time, which I am completely incapable of doing right now as I am a medical student and I have patients and exams that trump everything else in my life.

    That being said, I have duct-taped the crap out of JoAT and maintained ALMOST all of it's previous functionality so hopefully that duct-tape will hold until I have a long enough break that I can fix it properly. I ask for your patience in this matter. I understand how seriously people take their TTRPG's as I am one of them. If anyone wants to step up and try to take this project on, I'd be happy to discuss that as well.

    What that means for RIGHT NOW: 2 things:
    * 1.> JoAT no longer will decrement inventories when using charges. Work around would be manually decrementing inventory or moving to another extension that does this (Mad Nomad's Consumable Item's or Equipped Effects).
    * 2.> The charge counter on items is now determined ONLY by the charge counter on the SPELL RECORD, NOT the ITEM RECORD. (it was BOTH before this patch) Please see the attached screenshot. Screenshot 2025-08-06 153007.jpg

    Now, because of #2 above, there's likely many people out there with a ton of items that have charges on them, that do not have charges on the spell record. For those people: I recommend you take this problem 1 item at a time as needed (i.e. when they come up in your campaign). If this is not a viable solution for you, you can get more aggressive with scripting and risk some data loss. If you want to use this route, backup your campaign and/or module for the source of the data (make copies of the files and put them somewhere outside the fantasy grounds folder). Then you can open the db.xml in a text editor and try to to do a find & replace. If this is too daunting for you and you still feel this is very important, message me in discord and I'll see if I can help you in your individual situation.
    Last edited by Farratto; August 6th, 2025 at 20:42.

  7. #57
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    Quote Originally Posted by Farratto View Post
    Now, because of #2 above, there's likely many people out there with a ton of items that have charges on them, that do not have charges on the spell record. For those people: I recommend you take this problem 1 item at a time as needed (i.e. when they come up in your campaign). If this is not a viable solution for you, you can get more aggressive with scripting and risk some data loss. If you want to use this route, backup your campaign and/or module for the source of the data (make copies of the files and put them somewhere outside the fantasy grounds folder). Then you can open the db.xml in a text editor and try to to do a find & replace. If this is too daunting for you and you still feel this is very important, message me in discord and I'll see if I can help you in your individual situation.
    Another option for those that do not want to worry about editing the db.xml.

    You can simply just go through each item and FG normal uses and not use the charges. Meaning if you look at the screenshot you can see which one to edit correctly for it to work right.

    You can bust through them 1 by 1 like this pretty fast if you just buckle down on it and focus only on that task. I believe for many it would likely be just as fast as trying to learn to edit the db.xml.
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  8. #58
    Quote Originally Posted by Farratto View Post
    So, as explained above, SW rewrote the script that handles charges. When M&U wrote KnK, he made it very complex in the charge handling. I don't really think anyone but M&U would be able to quickly piece JoAT back together with the rewrite of the charges script that SW did. Now, I do have a plan to bring JoAT back to full functionality, but it involves a considerable investment of time, which I am completely incapable of doing right now as I am a medical student and I have patients and exams that trump everything else in my life.

    That being said, I have duct-taped the crap out of JoAT and maintained ALMOST all of it's previous functionality so hopefully that duct-tape will hold until I have a long enough break that I can fix it properly. I ask for your patience in this matter. I understand how seriously people take their TTRPG's as I am one of them. If anyone wants to step up and try to take this project on, I'd be happy to discuss that as well.

    What that means for RIGHT NOW: 2 things:
    * 1.> JoAT no longer will decrement inventories when using charges. Work around would be manually decrementing inventory or moving to another extension that does this (Mad Nomad's Consumable Item's or Equipped Effects).
    * 2.> The charge counter on items is now determined ONLY by the charge counter on the SPELL RECORD, NOT the ITEM RECORD. (it was BOTH before this patch) Please see the attached screenshot. Screenshot 2025-08-06 153007.jpg

    Now, because of #2 above, there's likely many people out there with a ton of items that have charges on them, that do not have charges on the spell record. For those people: I recommend you take this problem 1 item at a time as needed (i.e. when they come up in your campaign). If this is not a viable solution for you, you can get more aggressive with scripting and risk some data loss. If you want to use this route, backup your campaign and/or module for the source of the data (make copies of the files and put them somewhere outside the fantasy grounds folder). Then you can open the db.xml in a text editor and try to to do a find & replace. If this is too daunting for you and you still feel this is very important, message me in discord and I'll see if I can help you in your individual situation.
    I genuinely appreciate your time and dedication to maintaining this extension.

    There are half-a-dozen or so extensions that would end my usage of FGU if they stopped working and this is one of them. Combat Highlighter being another one -- it's that good and that important (to me).
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  9. #59
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    Definitely second BushViper's thoughts. A question on the charges:

    * 2.> The charge counter on items is now determined ONLY by the charge counter on the SPELL RECORD, NOT the ITEM RECORD. (it was BOTH before this patch) Please see the attached screenshot. Screenshot 2025-08-06 153007.jpg
    How do you handle an item having multiple abilities that come out of the same charge pool (especially when they each consume a different number of charges)?

  10. #60
    Quote Originally Posted by GKEnialb View Post
    Definitely second BushViper's thoughts. A question on the charges:



    How do you handle an item having multiple abilities that come out of the same charge pool (especially when they each consume a different number of charges)?
    Ya, you're right. There's no great way to handle that at this time. I would set each spell record to the max number of charges the item has and then manually tic off the boxes as needed. It's going to take me some time to write something that fully supports this.

    Another option would be to just have regular spell records not connected to the item that are in a spell group.

    That's all I got, sorry. I wish M&U was still working with FG.

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