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  1. #1
    Kelrugem's Avatar
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    Kelrugem's extensions

    For 3.3.9+
    IMPORTANT: Everything with the advanced effects extension has now a new name and there are now single extensions for both, 3.5e and PF1. Untoggle your old stuff and delete/replace it with the new versions, then toggle the new ones in the extension list of each campaign. The same holds for any further package with this extension like the ones with StrainInjury and the overlays!


    Hi

    There was a discussion in discord about that finding extensions in the forum can be a bit tedious. There is the stickied thread about community extensions but in that discussion it was about my extensions and that it is a maze of finding all the packages and combinations of my extensions; the conclusion was to make a central thread for these extensions I hope that this thread is not annoying, I try to keep it "minimalistic". I will push this thread every time when there is an update of one of the extensions. Thence, when you subscribe this thread you get an email notification about that I am not sure when I will add more extensions since I only do this in my free time (and I bought CC3+ last year and want to find finally some time to learn it ), but you can write here your requests of features and I will see if I am able to do it at some point (though I am not a coder, I learned a lot of coding by writing these extensions. So do not expect too much ).

    My extensions:
    1. Advanced 3.5e and Pathfinder.ext (called advanced effects in the following): See full summary in https://www.fantasygrounds.com/forum...finder-effects

    • Effects for fortification, half resistance, ghost touch, variable concealment, keen (code from darrenan for keen).
    • DMGTYPE and DMGSTYPE allow now a target, especially IFT works in combination with them.
    • The "Remove on Miss" option now respects rolls for miss chances.
    • Changed order of damage effects, according to FAQ of WotC: "Apply order such that damage is minimised". Exception for Pathfinder which is respected in my extension
    • Fixed rounding errors in vulnerability.
    • Solved several stacking problems, e.g. for DR and RESIST (the latter had problems when using more uncommon damage types or in combinations with resistance against all). In general these effects have now a more generalized code in the background to cover more uncommon and exotic situations and not just the ones in the core rules. Allows then also more customisation and homebrew.
    • Compatible with the mirror image handler of darrenan. When you want to use that extension, too, then load it separately
    • Stable effect will be now also automatically removed when lethal damage is incoming (when you're dying and you stabilized)
    • Added the damage type bleed. With that you can now code bleed damage: It overcomes DR and is similar to such special damage types like critical, i.e. wearing an axe with DMGTYPE: bleed will result into damage types slashing and bleed, not only bleed
    • The drag&drop into the nonlethal box in the character sheet didn't respect resistances versus nonlethal damage type (in the native FG code). I now added this
    • Updated to FGU (hopefully)


    • Adds a new operator, IFTAG. With that you can add tags to specific effects to allow triggering effects only when these tags are met, e.g. save versus spells (and nothing else) and spell resistance against necromancy spells are possible. Comes with automatic parsing for traits/tags but you can also use your own tags.
    • Adds effects for DC, SR and spell/action immunity, all can be combined with IFTAG as for SAVE.
    • CLC, evasion and improved evasion can also be combined with IFTAG.
    • (Improved) evasion will now be ignored when the PC or NPC has one of the following conditions as an effect: helpless, paralyzed, sleeping, unconscious, petrified, bound
    • The PC tags for attributes in effects ([STR], ...) now also respect effects such that you get the correct total modifier of your PC and not just the one in the PC sheet. Does not hold for the remaining ones as [BAB], [LVL] and [CL], simply because there are no direct effects for them.
    • Dice support for effects (only as random tables, so not "real randomness") such that effects for ability damages are e.g. fully automated (sort of ).
    • There are now negated versions for IF, IFT and IFTAG: NIF, NIFT and NIFTAG, respectively. W.r.t. coding they work exactly as the ones with the N but the remainder of the effect is ignored when the conditions are met. This means that you can now e.g. code true seeing: Give the person who has true seeing e.g. the effect true (or anything else) and then the invisible persons get NIFT: CUSTOM(true); invisible (Negated means here for example: NIFT is always been applied, also without target, except when there is a target which satisfies the conditions)
    • For the previous point: invisible, CA and GRANTCA now also work with IFT (and so also with NIFT). This was not possible before, the (T) did not imply that (so an exception in the wiki), it was only targetable. This means that you can combine them with IFT as in IFT: CUSTOM(test); GRANTCA. (IFT: invisible; [...] etc. should have been possible already before)
    • The spell save view window is now a bit increased such that one can see the (H) when the damage is halved (at least it is better, couldn't increase this too much due to the the position of the magnifying glass when the character sheet has minimum width).
    • The used ability for the calculation of the spell DC can be changed for each single action/spell entry which then overwrites the ability coming from the spellclass (natively it still uses the one of the spellclass of course)
    • Option for defining reset of actions: Long/short rest or consumable (the latter's usage never resets).
    • All the cycle buttons with CL, even CL and odd CL (or more) now also have CL/3 which simply uses CL/3 (rounded down and minimum 1) as a number
    • Updated to FGU (hopefully)


    • Adds an AoO tracker in the CT.
    • Respects Combat Reflexes of NPCs.
    • Automates the tracker when an AoO is done.


    • Compatibility with the mirror image handler of darrenan (you have to load the mirror image handler separately as an extension to use both, the mirror image handler and AoO extension).
    • Incorporated the keen effect of darrenan such that it is now also compatible with this extension (but do not load the keen extension then, it's incorporated in that extension now; beware the opposite behaviour w.r.t. the previous point
    • Incorporated and updated flat-footed on start extension of mr900rr (thanks! ), an automatic apply of the effect flatfooted, see https://www.fantasygrounds.com/forum...l=1#post411946. (see the thread of AoO for a manual how to use this)
    • The automatic apply of flatfooted will not be done when either the PC has (improved) uncanny dodge under Class abilities or the NPC has (improved) uncanny dodge in its SQ (special qualities) (no need for having them as effects except when you maybe want to use the new NIFT operators of my save versus tags extension )
    • Updated to FGU (hopefully)


    4. Antimagic.ext: See full summary in https://www.fantasygrounds.com/forum...-helping-tool)

    • Adds a global toggle to turn on/off magical effects and penalties. In that way you do not have to click through each effect all the time or, when you made some "antimagic effect" for each PC to avoid clicking through all effects, you do not have to change this effect all the time when some buff expires or is added.
    • Updated to FGU (hopefully)


    5. StrainInjury.ext: See partial summary in https://www.fantasygrounds.com/forum...iant-Extension



    More in the next post
    Last edited by Kelrugem; December 4th, 2019 at 01:05.

  2. #2
    Kelrugem's Avatar
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    • Theme for 3.5e and PF1 (and some other rulesets probably); a mix of the dungeon and leather theme of 5e.
    • There is a second extension in the linked thread but I do not really like it, it "has more" of the leather theme.
    • Updated to FGU (hopefully)


    • Adds a height label to tokens. Code basically from Ken L


    • Adds effects for advantage and disadvantage
    • Prototype!


    So, now about the packages and additional new extensions which are not in the list above: Not all of these extensions are compatible with each other therefore I had to made combined extensions of them. In the following I list all combined packages and what they contain. For example: When you see combined extension of extension A and B then do not load A and B separately when you want both. Instead load the combined extension in the following list When you miss a combined extension of two extensions in the following list then this is imply due to that these observed extensions are compatible, thus, you can load them separetely
    These packages may also add things on top.
    • Combines Advanced Effects, Save versus tags and AoO tracker.
    • Adds overlays to give a visual hint about if someone is affected by a spell. This respects spell/action immunity, attacks (also miss chance), CLCs, saves, evasion and improved evasion.
    • Adds blood and death overlays.
    • The overlay idea comes from Ken L


    • Combines Advanced Effects and AoO tracker.


    11.: For combinations of these extensions with StrainInjury (which is basically incompatible with all major extensions) see https://www.fantasygrounds.com/forum...njury-packages
    Last edited by Kelrugem; November 22nd, 2019 at 16:46.

  3. #3
    Kelrugem's Avatar
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    Future extensions (not sure if I will ever be able to do that):

    • Celestian's advanced effect extension for 3.5e/PF.
    • New "spell class" for maneuvers as grapple things or the ones in the tome of battle, especially with the ability to force skill checks of targets.
    • Correct reach underlays but it seems that the code for that is encrypted, so not sure if I am able to do that
    • New effect stuff! Negation ! and (C) as in 5e and effect for ignoring effects of targets (like CONC coming from lightning effects, though that effect can have targets; but depending on the numbers of actors in the CT an "ignore target" function could be useful, like an inversed targeting function) and so on (EDIT: somehow partially done now with the negated IF operators)
    • CON effects (or a new separate CON effect) applies damage according to HD
    • Making HP calculation customizable
    • Automatic adding of tags of psi, psi-like
    • Disease and poison automation
    • Time "pusher" (especially for hours etc. and then adding the possibility that hours duration are tracked properly in the CT)
    • Encumbrance of weight automated (armor check penalty and max DEX due to weight not just armor)
    • Combining other effects with IFTAG.
    • Negative damage types: For erasing a damage type
    • Ability damage using the damage fields for attributes. Necessary: Ability damage boxes for NPCs
    • IFT: X,Y, Z,...; working as for IFTAG.
    • Aligning NPC parsing to my additional effects (i.e. parsing for IFTAG:.. and so on)
    • Automated spell failure
    • Automated ammunition toggle
    • Protection from energy automation; and stoneskin


    Have fun I hope this thread is okay

    Kelrugem
    Last edited by Kelrugem; December 2nd, 2019 at 00:01.

  4. #4
    Kelrugem's Avatar
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    [Reserved for future #1, just in case]

  5. #5
    Kelrugem's Avatar
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    [Reserved for future #2, just in case ]

  6. #6
    Thanks for all your hard work Kel!
    My group really appreciate both your AoO tracker and the leather theme.

  7. #7
    Kelrugem's Avatar
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    Thanks for your words

  8. #8
    Kelrugem's Avatar
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    With respect to compatibility with other extensions: As I said I made a lot of combined packages but I just realized that my extensions may not be compatible with the mirror image extension of darrenan. Sorry, didn't realize that (since it's only for PF1 and so I do not use it in my 3.5e games). I try to make a combined package with that extension in the future when I find time for it

  9. #9
    The anti-magic field extensions would be enough, the simplicity outside the box approach, Kelrugem than you very much.

    I made some screenshots.
    The "ANTI" approach seems to work best for me, effects may be easily added to account for the magic used. In this case I added the effect for the magic whip anti-magic effect for attack and damage
    ANTI 1.jpg
    This is the result when one toggles the individual On/Off on the combat tracker.
    ANTI 2.jpg

    Simply awesome!!!!

    Kelrugem thanks again!

  10. #10
    Kelrugem's Avatar
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    Quote Originally Posted by dellanx View Post
    The anti-magic field extensions would be enough, the simplicity outside the box approach, Kelrugem than you very much.

    I made some screenshots.
    The "ANTI" approach seems to work best for me, effects may be easily added to account for the magic used. In this case I added the effect for the magic whip anti-magic effect for attack and damage
    ANTI 1.jpg
    This is the result when one toggles the individual On/Off on the combat tracker.
    ANTI 2.jpg

    Simply awesome!!!!

    Kelrugem thanks again!
    Thanks for the words I am glad that someone else can use the antimagic extension, too

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