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January 17th, 2021, 18:22 #61
- Join Date
- Mar 2020
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- Oshawa, Canada
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Hi all,
I hope this is an appropriate place to share this.
Here are a few effects I have added to the custom list.
Augment Summoning; CON: 4 enhancement; STR: 4 enhancement (note that this will not update hp based on Con)
Bane Weapon; ATK:2; DMG: 2+2d6
Bleeding; DMGO # (replace the # with a set number or dice expression)
Celestial (HD 1-4); RESIST:5 cold; RESIST:5 acid; RESIST:5 electricity
Celestial (HD 5-10); RESIST:10 cold; RESIST:10 acid; RESIST:10 electricity; DR: 5/evil
Celestial (HD 11+); RESIST:15 cold; RESIST:15 acid; RESIST:15 electricity; DR: 10/evil
Fiendish (HD 1-4); RESIST:5 cold; RESIST:5 fire
Fiendish (HD 5-10); RESIST:10 cold; RESIST:10 fire; DR: 5/good
Fiendish (HD 11+); RESIST:15 cold; RESIST:15 fire; DR: 10/good
I also expand Inspire Courage based on bardic level.
Thanks to all the hard work of folks who have submitted content, and I hope this post helps somebody.
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January 18th, 2021, 21:22 #62
That might be more helpful as a suggestion here.
This thread is for an extension that changes how effects work.bmos' extensions
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March 12th, 2021, 21:20 #63
- Join Date
- Feb 2021
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- 10
I have the latest FGU version and there are unfortunately constantly error messages with the extension. Will there be another update of this?
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March 12th, 2021, 21:54 #64
You might try having players flush cache and see if that fixes it.
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March 13th, 2021, 22:29 #65
This has not been updated to handle the new feb 16th update.
I'm planning to do it myself when I finish my upcoming Total Encumbrance work. At that time I will also bring over any new improvements from the original extension.bmos' extensions
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March 22nd, 2021, 18:18 #66
Advanced Effects v1.2-beta now available for testing.
I have tried to better document the code changes so Kelrugem can integrate it into FullOverlayPackage easier (if that's still the plan).Last edited by bmos; March 22nd, 2021 at 18:43.
bmos' extensions
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March 22nd, 2021, 19:03 #67
cool, thanks Yes, it is somewhen the plan; though I plan to rewrite effects a bit for better performance, also in order to integrate that (a little bit what Trenloe already did in PF2 with effect tracking in the sheet for example, extending on that; also for a later support of Aura and global effects etc. But until I worked that out it can take a while )
Last edited by Kelrugem; March 22nd, 2021 at 19:13.
My extensions for 3.5e and Pathfinder
Bug reports please here
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March 22nd, 2021, 20:23 #68
Advanced Effects v1.2 is done (I think)
Let me know if anything doesn't seem to work correctly and what extensions it's not compatible with.bmos' extensions
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March 23rd, 2021, 00:57 #69
- Join Date
- Feb 2021
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- 10
I have loaded the FG-PFRPG-Advanced-Effects.ext into FGU, but unfortunately I can't find out how to use it. Can you explain this briefly please?
With the extension I wanted to generate a Potion (Cure Light Wounds) with whose effect I can directly heal d8+1 HP. But only found out how to give someone attributes, saves and so on. I could not find healing effects.Last edited by TWolli; March 23rd, 2021 at 01:10.
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March 23rd, 2021, 01:47 #70
Potions, Scrolls, Wands are handled in this extension:
https://www.fantasygrounds.com/forum...and-Pathfinder
Advanced Effects is for adding combat tracker effects to items, characters, or NPCs. You can see how it works here: https://github.com/bmos/FG-PFRPG-Adv...main/README.mdLast edited by bmos; May 12th, 2021 at 20:31.
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