Thread: Constant Effect Apply Extension
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July 23rd, 2021, 16:39 #1
Constant Effect Apply Extension
This extension allows you to designate effects on NPC sheets that will be automatically applied when the NPC is added to the combat tracker. This is useful for NPCs that have 'Before Combat' actions or all-day buffs that aren't necessarily included in their base stat block. This extension adds a checkbox to the effect details window to indicate whether the effect should be applied when the NPC is added to the combat tracker. See screenshot.
Screenshot.jpg
FGU users get it from The Forge.
FGC users download this: consteffectapply.ext
Files Touched
campaign\record_spell_roll.xmlLast edited by darrenan; August 20th, 2022 at 17:55.
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July 23rd, 2021, 17:01 #2
It says 'Item not found' when following that link.
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July 23rd, 2021, 17:05 #3
It's in the middle of an approval since I updated it to include a link to this forum post. Once it is approved it should show up again.
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July 24th, 2021, 04:02 #4
Thanks darrenan, this is great.
I'm been working on adding effects to all the monsters and was frustrated by this exact problem. And along you come with the solution.
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August 2nd, 2021, 15:16 #5
Found an issue.
If I try to pull in a creature with nothing in the Spells tab into the Combat Tracker I get the following error
[ERROR] Script execution error: [string "scripts/consteffectapply.lua"]:21: attempt to index local 'nodeSpellset' (a nil value)
If I 'Add Spell Class' to the Spells tab the error goes away. I can even delete that Spell class afterwards and the error still does not occur.
Looking at my db.xml file for a creature that gets the error versus a creature that does not get the error I can indeed see that the <spellset> node does not exist for the creature that gets the error.
Creature that gets the error (no <spellset> node)
...
<specialqualities type="string">incorporeal, channel resistance +2; Weaknesses resurrection vulnerability, sunlight powerlessness</specialqualities>
<speed type="string">fly 80 ft. (perfect)</speed>
<strength type="number">0</strength>
...
Creature the does not get the error (has <spellset> node)
...
<speed type="string">20 ft., climb 20 ft., swim 20 ft.</speed>
<spelldisplaymode type="string">action</spelldisplaymode>
<spellmode type="string">standard</spellmode>
<spellset>
<id-00001>
<availablelevel0 type="number">0</availablelevel0>
<availablelevel1 type="number">0</availablelevel1>
<availablelevel2 type="number">0</availablelevel2>
<availablelevel3 type="number">0</availablelevel3>
<availablelevel4 type="number">0</availablelevel4>
<availablelevel5 type="number">0</availablelevel5>
<availablelevel6 type="number">0</availablelevel6>
<availablelevel7 type="number">0</availablelevel7>
<availablelevel8 type="number">0</availablelevel8>
<availablelevel9 type="number">0</availablelevel9>
<cc>
<misc type="number">0</misc>
</cc>
<cl type="number">0</cl>
<dc>
<abilitymod type="number">0</abilitymod>
<misc type="number">0</misc>
<total type="number">10</total>
</dc>
<levels>
<level0>
<level type="number">0</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level0>
<level1>
<level type="number">1</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level1>
<level2>
<level type="number">2</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level2>
<level3>
<level type="number">3</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level3>
<level4>
<level type="number">4</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level4>
<level5>
<level type="number">5</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level5>
<level6>
<level type="number">6</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level6>
<level7>
<level type="number">7</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level7>
<level8>
<level type="number">8</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level8>
<level9>
<level type="number">9</level>
<maxprepared type="number">0</maxprepared>
<spells />
<totalcast type="number">0</totalcast>
<totalprepared type="number">0</totalprepared>
</level9>
</levels>
<points type="number">0</points>
<pointsused type="number">0</pointsused>
<sp type="number">0</sp>
</id-00001>
</spellset>
<strength type="number">8</strength>
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August 2nd, 2021, 16:20 #6
Thanks, probably just need to add a nil check somewhere.
EDIT: Version 1.0 (previous version was still 0.1) which fixes this issue has been uploaded to the Forge for approval.Last edited by darrenan; August 2nd, 2021 at 16:35.
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September 19th, 2021, 04:48 #7
- Join Date
- Oct 2019
- Location
- Hong Kong
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Screenshot 2021-09-19 114650.jpgScreenshot 2021-09-19 114650.jpg
Hi darrenan,
keep getting this when addings an NPC (with no preset effects) to the CT,
it's line 25 of consteffectapply.lua (it may need a default), much like the error you fixed above
it applies/pops up when creatures DO NOT have spellsLast edited by Zygmunt Molotch; September 20th, 2021 at 11:51.
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September 20th, 2021, 18:35 #8
Version 1.01 has been uploaded. I added nil checking at every level of the iteration so this should be fixed once and for all.
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September 21st, 2021, 05:56 #9
- Join Date
- Oct 2019
- Location
- Hong Kong
- Posts
- 310
nice one!
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October 4th, 2021, 01:42 #10
The extension seems to work, but because of the other extension I use everything was very slow. Had to unload it. I do use Kel's overlay extension.
Also my players could not see NPCs on map, until I unloaded this extension.
GM VIEW:
unknown (1).png
PLAYER VIEW:
unknown (2).png
Thanks!Last edited by dellanx; October 4th, 2021 at 01:53.
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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