Thread: Turbo - Multiple Rulesets
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May 15th, 2023, 16:01 #21My extensions for 3.5e and Pathfinder
Bug reports please here
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September 3rd, 2023, 15:14 #22
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- Jan 2013
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- 13
Issue with Overlay extension (nodex effect)
I'm testing this extension with PFRPG and Kelrugem Overlay: it works like a charm!
So far, I've only found a bug with the "nodex" effect: if you use "IF: nodex" or "IFT: nodex", nothing happens.
Looking into the code, I've found that Turbo extension looks for a "nodex" status, but ofc this status doesn't exist, since it's just a group of statuses mapped in Kelrugem extension (nodex = flat-footed, helpless, etc.).
As a workaround solution, I've overloaded the GetMatchedEffects function (from Turbo extension), to force a loop in case of "nodex" status:
Code:function newGetMatchedEffects(rActor, sTag) local aReturn = {}; -- DMC Kelrugem nodex management sTag = sTag:upper(); if sTag == 'NODEX' then -- Loop all nodex states (flat-footed, helpless, etc.) for _, sNodex in ipairs(DataCommon2.tnodex) do local aReturnNodex = {}; aReturnNodex = oldGetMatchedEffects(rActor, sNodex); for _,v in ipairs(aReturnNodex) do table.insert(aReturn, v); end end else aReturn = oldGetMatchedEffects(rActor, sTag); end return aReturn; end
I don't know if it's better to modify Turbo GetMatchedEffects function, or Kelrugem extension. Anyway, it would be a great thing if you could fix this behavior.
RegardsLast edited by cristmo; September 3rd, 2023 at 17:20.
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September 3rd, 2023, 19:54 #23
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September 13th, 2023, 13:06 #24
According to Trenloe on Discord, this extension breaks a lot of the new PF2E ruleset (R19) code. As with all the new additions it could really use a little speed-me-up, is there a possibility you could look at possible compatibility issues?
My ideas to improve Fantasy Grounds:
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September 13th, 2023, 13:48 #25
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September 15th, 2023, 13:47 #26
Version Update 1.3:
Fixed - PFRPG2 updated to support R19
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September 19th, 2023, 01:19 #27
Does this extension work with the Dungeon Crawl Classics ruleset? If not, any plans that it will?
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September 19th, 2023, 01:44 #28
Depends. If it's EffectsManager is straight CoreRPG then yes. If it has its own custom EffectsManager like the major rulesets do, then no. Given I don't own the ruleset I don't have any way to support it but I'm willing to work with the converter/maintainer. The mod to support ruleset is literally I think 6 lines of code.
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September 22nd, 2023, 17:20 #29
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- Mar 2020
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- 54
Does this only help the server side or is there also benefit for clients to install?
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September 22nd, 2023, 18:20 #30
The extension is loaded via the Host when they load the table. Nothing for clients to install.
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