STAR TREK 2d20
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  1. #141
    Your extension has at least partial overlap with:

    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.

  2. #142
    Quote Originally Posted by Milmoor View Post
    Your extension has at least partial overlap with:


    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.
    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

  3. #143
    Thanks, I should have read the thread first. Sorry.
    1. Great, that saves me having to choose or nag for changes.
    2. 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.

  4. #144
    Quote Originally Posted by Milmoor View Post
    Thanks, I should have read the thread first. Sorry.
    1. Great, that saves me having to choose or nag for changes.
    2. 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.
    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

  5. #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

  6. #146

  7. #147
    Quote Originally Posted by MeAndUnique View Post
    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.
    Wow!

    This is a quantum leap! I will put it to work right away. Thank you!

  8. #148
    Quote Originally Posted by nephranka View Post
    Wow!

    This is a quantum leap! I will put it to work right away. Thank you!
    Fun fact: a quantum leap is essentially the smallest amount of progress possible
    (Its one of those terms that amuses me to "uhm actually")
    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

  9. #149
    Funny...clearly not the case here!

  10. #150
    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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