-
March 26th, 2022, 21:29 #111
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 313
The automatic creation of the breath weapon from this extension is lacking half damage on save, and spell resistance no for those monsters that do not explicitly state this in there NPC sheet.
For all the dragons I have seen in beastiary 1-5 modules the breath weapon does not say half damage on save on the NPC sheet, but the definition of a breath weapon is the following:
https://www.d20pfsrd.com/bestiary/ru...eath_Weapon_Su
Half damage on save, and no spell resistance applies (since it is supernatural ability). Most are reflex saves, but not all.
When this extension creates a breath weapon in the spell NPC spell tab, it would be great if the following always gets applied:
No spell resistance
Half damage on save
This would fix all the dragons breath weapons, and I do not think it would negatively impact anything else.
-
March 26th, 2022, 21:48 #112
Last edited by bmos; March 26th, 2022 at 21:58.
bmos' extensions
he/them
-
April 23rd, 2022, 14:48 #113
I highly recommend this new module from dllewell:
https://www.fantasygrounds.com/forum...PFRPG-Bestiary
I'm going to try and modify this extension so it doesn't create duplicate effects for Bleed and the like.Last edited by bmos; April 23rd, 2022 at 22:27.
bmos' extensions
he/them
-
June 12th, 2022, 21:03 #114
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 313
Hi Bmos.
I noticed that your v1.19 hotfix 4 has the line:
Breath weapons now have spell resistance set to 'no'
This is not correct. When I place a dragon (beastiary, beastiary 4, beastiary 2) in the combat tracked, it gets a Breath weapon in the spell tab. This breath weapon gets save for half as advertised (and as it should). But it still allows spell resistance.
I am also unsure if this is because I am on an older version. I am on version 1.19, but your Github is on version 1.20 hotfix 1. I have checked for updates, and I have deleted all files in the vault and updated again, but still on 1.19.
I could not locate your extension in the vault or in the extension folder. Where is it, and what is it called?
And I have also seen that you have removed the ability automation on your latest release on Github, I hope this is not intended because I really like the breath weapon automatic parcing.
-
June 12th, 2022, 21:23 #115
Not to worry, I thought it was going to be unnecessary because of this.
But it is just the first bestiary, so I changed it back.
I just pushed v1.20-hotfix.2 which should resolve this.Last edited by bmos; June 12th, 2022 at 21:42.
bmos' extensions
he/them
-
July 6th, 2022, 17:32 #116
- Join Date
- Mar 2020
- Posts
- 7
I am posting this to both the NPC upgrade post and the close encounters post so both creators know.
I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.
Close encounter - ext load.JPG
and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.
Close encounter - Radial square missing.JPG
thanks
-
July 6th, 2022, 17:37 #117
I just took a look at the code for NPC Action. I believe this is due to NPC Action's spell.lua file overwriting the onInit function without calling the base function. If the base function isn't called, then the icon for close encounters won't get added to the radial menu. The onMenuSelection function will also need to call the base function, otherwise clicking the radial menu option won't actually do anything.
Last edited by Saagael; July 6th, 2022 at 17:40.
-
July 6th, 2022, 17:38 #118
Oops I posted that under my other account (Retch)...
I am posting this to both the NPC upgrade post and the close encounters post so both creators know.
I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.
Close encounter - ext load.JPG
and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.
Close encounter - Radial square missing.JPG
thanks
Edit, AND.. Saagael posted so fast I can't edit the original post now LOLLast edited by Morenu; July 6th, 2022 at 17:41.
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.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
-
July 7th, 2022, 01:51 #119
I just pushed v1.20-hotfix.3 which now calls prior onInit functions. Thanks for the easy fix @Saagael!
I didn't actually test with that other extension, so let me know if that doesn't resolve the issue.bmos' extensions
he/them
-
July 7th, 2022, 01:54 #120
Thread Information
Users Browsing this Thread
There are currently 2 users browsing this thread. (0 members and 2 guests)
Bookmarks