Thread: bmos' extensions
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July 26th, 2020, 17:26 #11
join campain games starts at 10pm EET
Last edited by damned; March 16th, 2021 at 22:57.
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July 26th, 2020, 18:55 #12
Let me know what you think. Is this like what you were describing?
https://github.com/bmos/FG-PFRPG-Ite...ses/tag/v1.2.0
I'm also checking specifically for vials, potions, and scrolls. What other items are always one material?
sword = steel would probably work
You lost?Last edited by bmos; March 16th, 2021 at 22:09.
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July 26th, 2020, 19:50 #13
Not sure what I am doing, but it is not filling in.
I entered the Substance and Thickness. I tried to use it with Custom Item Generator it filled in the Hitpoints of 10, for Iron or steel, thickness 1, it did not fill in Hardness, but I also got an error with Custom Item Generator extension
Code:Script Error: [string "script/magic_item_generator.lua"]:4741: attempt to index field '?' (a nil value)
Last edited by dellanx; July 26th, 2020 at 20:00.
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 26th, 2020, 20:00 #14
Yes, as listed in many places you can't use it with that extension or any other extension that modifies item_main.lua. None of rmilmine's extensions will work. Nor will PFRPG Enhanced Items.
The issue of it not calculating is because of a typo I missed. It was working for armor and items but not weapons.
Here is a fix: https://github.com/bmos/FG-PFRPG-Ite...ses/tag/v1.2.1Last edited by bmos; July 26th, 2020 at 20:05.
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July 26th, 2020, 20:13 #15
Tried it on shield very nifty.
shield.jpg
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 26th, 2020, 20:21 #16
Are there any estimates on hardness and hitpoints on "gold" and "silver". Found this information on real world hardness for soft metals, interesting.
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 26th, 2020, 20:49 #17
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 26th, 2020, 21:08 #18
hooray! always good when it works for people other than me hehe
I think what you're looking for is this: https://www.d20pfsrd.com/equipment/special-materials/
or the 3.5e equivalent (not sure which system you're using).
I'll get those added to the table of 'substances'!
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July 26th, 2020, 21:20 #19
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 26th, 2020, 21:40 #20
There were a few that I couldn't add, and I'm going to have to do some tests about whether iron is going to override cold iron (and so forth), but they're added!
https://github.com/bmos/FG-PFRPG-Ite...37f05a709a1cbc
I had no idea there were that many!
EDIT: v1.2.2 now has them and it can handle iron vs cold iron and such properly.
Item-type materials like glass for a vial are prioritized lower so if you create an item like iron vial it will see it as iron.
Same for an ice dagger or anything else like that. More item-specific recognition coming soon (quarterstaff, dagger, sword, etc).Last edited by bmos; July 26th, 2020 at 23:48.
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