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  1. #121
    Hi Xelab,
    sorry if I write here but I can't find any forum thread for your Combat Automation Ext which has stopped working.
    I can confirm I test it on a new campaign without any other ext and I test the simplest of cases that is normal attack and to hit damage.

    Ext version 1.1
    New Character with only a bow
    Character + NPC on CT
    Targeted NPC and click to attack (hit) but none happens.

    Can you check what is wrong!?!?

    Tell me if you need something and if you are able to check this and the ext is ok for you.

    Thank you for your effort and your work..
    Daniele Roitero
    Trieste, Italy

  2. #122

    Combat automation

    Hi Xelab,

    after a long search and the help of many people I finally got this link. I have a small problem with combat automation after one of two big updates of FGU. The problem is described in the conversation below. Are you willing and able (sure) to fix it?
    ---Quote (Originally by nephranka)---
    Xelab is still around but is only going to fix his ext if it is broken when loaded by itself (internal issues). He is not going to change his code in making it compatible with other exts. He will help by answering questions from the other developers. Because I use so many exts, I can not afford to have that one as it is not compatible with a few others I use. I too liked it but I have learned to live without it.
    ---End Quote---

    ---Quote (Originally by Iakal)---
    Hmm. Very interesting. That is because I have a test campaign, where I check each extension on its own. And it doesn't need another extension to produce the error message when using a weapon:

    ActorManager.getActor - DEPRECATED -21-01--01 - Contact forge/extension author

    I assume that would cover "broken when loaded by itself (internal issues)". By the way, except the error message the extension is working, but the error message appears multiple times, and that can be very nerving. Is there any chance someone can contact him? I don't know as he seems no to answer on DMG.
    ---End Quote---
    You might want to bring this into Xelabs thread for it and not posting it here. As it has nothing to do with Advanced Effects.

  3. #123
    For those who are not aware, the extension has been updated on DMs Guild. The ActorManager error should no longer be occurring.

  4. #124
    Is there a way to disable the first major feature of this extension? I kind of just want the spell slot usage feature at the moment.

    EDIT: I just noticed the second GIF shows how you can SHIFT double click to disable the spell automation. That helps, but would be nice to be able to disable it instead. Love the mod either way!
    Last edited by RigelOrionBeta; July 13th, 2022 at 06:35.

  5. #125
    ok...getting this error from Combat Automation when going to a Spell and unlocking it:

    Handler error: [string “campaign/scripts/Combat_Automation.lua”]: 163: attempt to index global ‘rAction’ (a nil value)

  6. #126
    Does anyone else that use this have any current problems? When I just downloaded the newest version from the last day or so, copied it over the previous it does not show up as an extension to be selected. I love this extension for my non technical players. Just clicking one button to cast spells or do attack and damage are excellent!
    But I didn't think to keep the previous version before putting this one in place.

  7. #127
    Quote Originally Posted by Ozsome View Post
    Does anyone else that use this have any current problems? When I just downloaded the newest version from the last day or so, copied it over the previous it does not show up as an extension to be selected. I love this extension for my non technical players. Just clicking one button to cast spells or do attack and damage are excellent!
    But I didn't think to keep the previous version before putting this one in place.
    me too

  8. #128
    Quote Originally Posted by xelab View Post
    This extension is now only available on DMs Guild here

    Spell pinning is available on DMs Guild here


    This extension allows to (almost) fully automate spellcasting.
    It also fully supersedes my older extension "5E - Expending Spell Slots"


    Main Feature 1: Automating Casting Actions

    This extension will automatically cast spell actions when you click on a star button ("use power" button). By default, all actions will be cast in the order from left to right. If attack misses or save fully succeeds, the actions afterwards will not be executed. You can change the number of actions executed by default in Options. You can limit the number of actions per spell by putting "»#" in spell name, where # is number of actions to execute (e.g. "»1" will only execute first action). Shift-clicking use power button will not execute any actions.
    Update: the extension now also allows to automatically execute weapon attacks and use character powers in the same manner as casting spells.
    This extension can be combined with "Instant Dice" extension to achieve instant spell casting:
    https://www.fantasygrounds.com/forum...ling-Animation





    Main Feature 2: Expending spell slots on cast

    This extension will also automatically expend appropriate spell slot when you click on a star button ("use power" button).
    If the character has both spell slots and pact magic slots the priority will be pact magic -> spell slots.
    Upcasting spells is possible by first entering intended cast level. Damage and healing should be automatically adjusted. You will have to manually take care of other effects (more targets, more projectiles, duration, etc).
    You can set default upcast level for each spell by adding "@#" in spell name (e.g. "@3" will try to cast spell at 3rd level). Ctrl-clicking the button will execute all action, without expend spell slot. Alt-clicking executes all actions as ritual casting (without expending slot and adding 10 minutes to casting time).



    The extension was developed and tested for both Fantasy Grounds Unity and Classic.
    If you find any bugs please let me know.

    Versions:
    1.0: Initial Release
    1.1: Added Damage and Healing Scaling for Upcasting
    1.2: Bug fix for Multitarget Automation
    1.3: Bug fix for Targeting 0 Creatures
    1.4: Improved compatibility with other extensions
    1.5: Added support for automating weapon attacks
    1.6: Fixed upcasted effect for some healing spells
    1.7: Improvements in compatibility with other extensions
    1.8: Fixed upcasting without expending slots

    Your extension is no longer working

  9. #129
    This extension is no longer supported, for the version that is supported please refer to: DMs Guild Version

  10. #130
    Quote Originally Posted by xelab View Post
    This extension is no longer supported, for the version that is supported please refer to: DMs Guild Version
    This post doesn't make sense. The extension that you say is no longer supported is the same extension that you link to on DMs Guild that you say is supported.

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