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March 31st, 2021, 17:22 #71
1. Thanks, I have added communal and mass detection.
2. The fix for long rests is dependent on Kel's FullOverlayPackage which is not compatible with the current FG build (and thus, this extension). You should unequip all consumables before long resting. Once Kel's extensions are updated I can look into what is going on.
3. I have fixed the "create greater undead" issue (i think).
4. I'm not planning on reworking cantrips to situationally allow limited uses at this time.bmos' extensions
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March 31st, 2021, 18:05 #72
Tremendous quick and efficient work!
I confirm that all communal and mass spells have been fixed as well as the (create greater undead) spell!
For now, until Kel's FullOverlayPackage has been updated, I shall tell my players to lower manually the number of "use/day" of items before long resting and remove the checkmarks left if any.
For cantrips, they will just lower the "use/day" hidden number ^^
It's wierd that some spells react that way with the long rest and others don't.
The only link I found between the "faulty" spells is that they only have ONE effect and miss their "cast" attribute... Maybe that's why? For example: (magic fang, greater) has ONLY one effect and resets on long rests, while (magic fang) has a CAST Will DC 11 roll plus the effect and doesn't reset on long rests...
YEP! After more testing, it seems like it's the constant link between all the spells that resets!
EDIT: only spells with ONE effect that misses their CAST are faulty. Spells with one effect that is a CAST attribute are ok and don't reset, like the (erase) and (break) spell. But spells like (shield) with only one effect and no CAST resets.
EDIT2: spells like (urban grace), (false life) or (alter self) with no CAST spell action resets as well. I am now absolutely certain that the real issue is that the extension only avoids resetting spells that have at least one CAST attribute. Even a spell like (fog cloud) with 5 effects and no CAST resets after a long rest ^^Last edited by Khoredran; March 31st, 2021 at 18:32.
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March 31st, 2021, 19:23 #73
Little known feature of this extension: if you un-equip the item it will update remaining charges (possibly only if using the enhanced items extension also). Obviously not for cantrips.
Also yes, the cast button is required for Kel's "consumable / nom nom" feature to work. Does the PFRPG - Spellbook module still not have cast buttons for all spells? I thought dllewell had added those everywhere...Last edited by bmos; March 31st, 2021 at 19:42.
bmos' extensions
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March 31st, 2021, 19:35 #74
I was indeed not up to date with that module!
Thank you for letting me realize this!
All is good now and every single spells doesn't reset anymore!
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May 20th, 2021, 01:37 #75
On the same note as for the NPC update extension, will this one need adjustment as well to be fully compatible with the new Extended Spellbook?
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May 20th, 2021, 01:38 #76bmos' extensions
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July 19th, 2021, 23:34 #77
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July 21st, 2021, 13:39 #78
- Join Date
- Aug 2019
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- Michigan
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- 48
This is great, now if I could figure how to use FG Forge...
I hit the 'Get' button, I see the item in my inventory, now what? Is it automatically updated? Do I need to manually update?
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July 21st, 2021, 13:51 #79
It will get automatically updated If there is a new update in the forge, then it will be downloaded once you hit the FGu update button For the first time you need to click update of course, too
(automatic in the sense of the FG updater does it, so, not needed to be downloaded from the forum; not automatic in the sense that you even do not need to hit the update button )My extensions for 3.5e and Pathfinder
Bug reports please here
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July 21st, 2021, 13:51 #80
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- May 2020
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