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  1. #1131
    Lo Zeno's Avatar
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    Yeah, I've noticed you're stretched thin across way too many extensions to fix. Sorry, I didn't mean it as a jab at you or anyone else, it was just a moment of frustration at the thought of all the temporary solutions I'll have to implement for the time being

  2. #1132
    Quote Originally Posted by Lo Zeno View Post
    Yeah, I've noticed you're stretched thin across way too many extensions to fix. Sorry, I didn't mean it as a jab at you or anyone else, it was just a moment of frustration at the thought of all the temporary solutions I'll have to implement for the time being
    I went with turning off the action only and turning off the effect in the CT as needed.

  3. #1133
    On the Grim Press Discord server, there's an alternative approach by placing a dash (-) in front of the weapons name in the rffect. It will only fire when the weapon or power is used. The name of weapon and effect must match. The dash is only in the effect.

    For example:
    Effect: -Vicious Shortsword; DMG: 2d6 critical
    Weapon name: Vicious Shortsword
    Last edited by Gilafron; May 28th, 2026 at 12:21.

  4. #1134
    MrDDT's Avatar
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    Quote Originally Posted by Gilafron View Post
    On the Grim Press Discord server, there's an alternative approach by placing a dash (-) in front of the weapons name in the rffect. It will only fire when the weapon or power is used. The name of weapon and effect must match. The dash is only in the effect.

    For example:
    Effect: -Vicious Shortsword; DMG: 2d6 critical
    Weapon name: Vicious Shortsword
    This requires Generic Actions ext.
    If you want it to automatically equip on the named item, you would also want Equipped Effects ext.
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  5. #1135
    EDIT: Looking closer; I realized this was AE and BCE conflict. No idea how this worked before; since the same issue existed in the original code, as far as I can tell.

    @nephranka, @Lo Zeno,

    I responded in Discord. It's working for me on my simple test case.
    https://discord.com/channels/2745828...07523236315298

    Regards,
    JPG
    Last edited by Moon Wizard; May 28th, 2026 at 19:10.

  6. #1136
    Just pushed a new build of both AE and BCE that should address. Please run a new Check for Updates.

    Regards,
    JPG

  7. #1137
    Quote Originally Posted by Moon Wizard View Post
    Just pushed a new build of both AE and BCE that should address. Please run a new Check for Updates.

    Regards,
    JPG
    Working again. Thanks!

  8. #1138
    Lo Zeno's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    Just pushed a new build of both AE and BCE that should address. Please run a new Check for Updates.

    Regards,
    JPG
    That was way faster than I expected, really appreciated!

  9. #1139
    Just letting you all know that the UI on the PF1e ruleset is covering most of the Combat tab on the PC sheet.

    Screenshot 2026-06-11 223723.jpg

    I'm not sure what this field did in the original implementation that was any different than using normal spell effects, so if the easy solution is to just hide the field in the UI, I think that'd work.

    Thanks!

  10. #1140

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    I think this is due to the fixes MW pushed yesterday which have moved the AC frame to the bottom of the Combat tab. The Advanced Effects frame now needs to be anchored to the 'acframe' instead of the 'attackframe'. I did a quick fix by updating lines 13 through 15 of classes_pfrpg.xml as follows:

    <top parent="acframe" anchor="bottom" relation="relative" offset="0" />
    <left parent="acframe" />
    <right parent="acframe" />

    That seems to work for me.

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