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October 8th, 2020, 14:25 #51
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October 8th, 2020, 14:43 #52
Last edited by bmos; October 8th, 2020 at 14:48.
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October 8th, 2020, 14:49 #53
@rmilmine
I found a typo in your code causing an issue with wands. In the manager_char_ACIM.lua function removeFromSpellDB, it was looking for "Sand" rather than "Wand" (it's also case sensitive in a few places in here and in item_main_ACIM.lua)
EDIT: also right at the bottom you are checking for "Shock" in a string that has been set to lower case (which means it will never find it).Last edited by bmos; October 8th, 2020 at 18:16.
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October 8th, 2020, 18:04 #54
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November 19th, 2020, 12:14 #55
Another fix: Zygmunt Molotch mentioned to me that charges of wands and such reset on long rests.
I added some lines to addSpell in char_invlist_ACIM.lua to address this (it requires Kel's FullOverlayPackage extension to have an effect and also adds some spell tags to make that extension work better with this one):
Code:-- Parse spell details to create actions if DB.getChildCount(nodeNewSpell, "actions") == 0 then SpellManager.parseSpell(nodeNewSpell); elseif usingKelrugemExt() then -- bmos adding Kel's tag parsing local nodeActions = nodeNewSpell.createChild("actions"); if nodeActions then local nodeAction = nodeActions.getChildren(); if nodeAction then for k, v in pairs(nodeAction) do if DB.getValue(v, "type") == "cast" then SpellManager.addTags(nodeNewSpell, v); DB.setValue(v, 'usereset', 'string', 'consumable') -- bmos setting spell as consumable/nom nom (no reset on rest) end end end end end
Code:function usingKelrugemExt() return (StringManager.contains(Extension.getExtensions(), "Full OverlayPackage") or StringManager.contains(Extension.getExtensions(), "Full OverlayPackage with alternative icons") or StringManager.contains(Extension.getExtensions(), "Full OverlayPackage with other icons")); end
I have made a number of other edits to this extension in recent months (resolving perceived issues with case-sensitivity, additional parsing of things like CL in wand names, and others) and would love to contribute them back to you. Let me know if you have interest and I can send you my ext (or can provide detailed information on what changes have been made by comparing mine with your most recent release).Last edited by bmos; February 22nd, 2021 at 01:09.
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January 10th, 2021, 16:40 #56
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Hi! I noticed a bug. In PFRPG, no other extensions, when I add a greatsword (or any two-handed weapon) it adds to the damage of the weapon only the strength, and not the 1.5 multiplier. I've just downloaded the last version on the first page, and the error persists.
Edit:
-- I know it seems not related, but when I deactivate the extension it fixes itself --Last edited by Urheil; January 28th, 2021 at 00:06.
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February 22nd, 2021, 00:59 #57
This should be compatible with the new updates and contains some improvements I have been using locally:
version 1.1
EDIT: feb 22 - I reuploaded v1.1 as I had two script errors when moving items around.
I will check on this soon.Last edited by bmos; February 23rd, 2021 at 03:31.
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March 4th, 2021, 03:56 #58
v1.2 improves spell detection
Spell detection improvements copied in from my Upgrade NPC Actions extension
Fix for nil error caused by a typo I made regarding spell detectionLast edited by bmos; March 4th, 2021 at 12:07.
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March 4th, 2021, 11:43 #59
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March 28th, 2021, 21:10 #60
Hi all,
I've tested this extension with the EnhancedItems today in 3.5E a bit. All Items and Spells from '3.5E Spells' and '3.5E Magic Items' work flawlessly.
If I want to create a customised wand with a spell from another source (created about 1,8k spells in modules) then the spell action does not populate when equipping the wand.
I tried to export the module read-only and not read-only, both failing. See image for setup of spell, item and inventory. If I simply change the wand name to include a spell from the FGU '3.5E Spells' and drop it into the inventory it works.
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