Thread: 5E - Kit'N'Kaboodle
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June 14th, 2021, 09:55 #141
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Your extension has at least partial overlap with:
- Map Parcel for the NPC inventory.
- Automatic Actions Tab Additions (haven't reviewed this one yet) for the automatic adding of item actions.
Of course the onus is not on you for this. I'll check the extension which overlap as well if they have on/off switches for parts of the functionality. The reason I asked you first is that I was looking into your tooling, and the description triggered my warning bells.Last edited by Milmoor; June 14th, 2021 at 19:03.
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June 14th, 2021, 15:03 #142
For Map Parcel I built in logic to use the inventory provided by that extension when it is present, so there won't be two copies.
For Automatic Action Tab Additions its sort of an "either, or" situation with how they are used. The easiest way to avoid overlap is to not add the powers to items that already have effects provided by rob2e's coding bundle that are pulled in by Automatic Action Tab Additions.My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
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June 14th, 2021, 19:03 #143
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Thanks, I should have read the thread first. Sorry.
- Great, that saves me having to choose or nag for changes.
- Going to test what the difference is, it was a paper study for me so far, which makes it hard to judge what is easier.
Last edited by Milmoor; June 14th, 2021 at 19:17.
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June 14th, 2021, 19:44 #144
Broadly, Automatic Action Tab Additions will be the simpler option to use for setting up powers, though item recharging won't be possible without making some compromises. Kit'N'Kaboodle takes a bit more work to set up item powers, and provides more robust recharging capabilities, with even more on the way.
The decision on simplicity vs accuracy can be made on a per-item basis, as the two extensions aren't in any conflict that I am aware of. And if there is any conflict I'd be more than happy to work on addressing it.My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
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June 25th, 2021, 19:16 #145
Version 2.0 is live with support for configuring what happens when an item is fully discharged, whether it is destroyed (decrement item count in inventory) for consumables. Or a die rolled to determine if it is destroyed, or even recharged. Of course it is an option to have nothing happen as well. Additionally, the ability to configure the number of charges used upon activation of each power has been added. Action buttons have been added next to power names for items on the action tab. Last, a right click option has been added to move an item group under weapons on the action tab, for items that get used frequently.
My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
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June 25th, 2021, 19:17 #146
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Awesome work
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June 25th, 2021, 19:22 #147
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June 25th, 2021, 19:54 #148My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
Buy me a coffee: https://ko-fi.com/meandunique
Discord: MeAndUnique#6805
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June 25th, 2021, 20:12 #149
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June 25th, 2021, 21:24 #150
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- Nov 2019
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TYVM for your continued hard work on this. You added the new version to the release list at the bottom of the first post, but the first line still has the old 1.3.1 listed as current.
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