#david aka claudekennilol
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Yeah that's not right. Let me take a look at the release real quick
It seems like it should be right. I'll have to dig into it later and see what's going wrong. The style sheet definitely isn't being applied for you.
On the plus side, none of that should effect the bonuses actually being applied
Can you tell me how you're hosting your game?
Hosting service? Self hosted?
If you go to your foundry data directory is the styles css in the Roll Bonuses pf1 folder?
which is browser but still
oh god
lemme check
yes
Alright, well, I'll dig into it a bit more and see what I find out and let you know later
sure, thank you ๐
@slim heron I know you've used this new feature. For you, does it look like Nevela's or my screenshots?
@nova sinew Can you try with only my mod enabled and see what that does? If it works can you try "find the culprit"?
@nova sinew Do you have a server prefix defined for your foundry server?
Can you open up the mod's module.json, change this line, then restart your world (mabye even close the electron client and re-open it), and see if this fixes it?
No, I don't
I'll do it tomorrow since I'm going to bed now. I'll update you here when I do
That won't change anything.
I mean, if that was a problem, v11 would fail to load the module at all saying it can't find the file.
@pearl mango You're using nested CSS which is poorly if at all supported by browsers currently, so that will just be invalid CSS for most.
I don't know of Any browser that does support nested CSS right now even.
Ah, browsers started support it ~july this year. Electron client definitely does not support it.
And Firefox added it with 117, 116 is newest it claims is available for me
I've only used it for weapon types/groups
But I'll test it later
Gotcha. I was wondering if that might be it and was gonna test the Electron client tonight. I just updated it to nested css last update because I was starting to have too many styles to keep it manageable separately and didn't want to manage separate style sheets as my mod is still just straight JavaScript without a build pipeline
still using v10 here
Sure, but no-one is having issues in v11, so the module.json content can't be wrong.
Oh okay
I could consider that possibility if david had separate releases for v10 and v11.
Well I'll wait for his answer, I'm guessing our time zones are 9 hours apart or something
Mana already posted the answer, I'll just have to downgrade the css. You could also connect to your local foundry server with chrome to resolve it for now (probably a good idea to do regardless). You just launch the normal foundry (electron) client normally, but then use chrome to connect to localhost:30000 instead of continuing within the normal foundry client
I still have flashbacks from roll20 being super slow with big or complicated maps. I know that the client is using chrome tho so I'm not sure how exactly foundry is superior in this regard
The built in foundry client isn't using chrome, it's using electron which is a chromium-based client, but is not chrome
Close enough tho
(it's also not updated on the same cadence as Chrome and is updated only by updating Foundry which is why you're running into this issue)
Not close enough for this conversation, otherwise there wouldn't be an issue ๐
Eh, it's just older version.
Yeah I understand they're very closely related, but they're still not the same ยฏ_(ใ)_/ยฏ
But is it different in terms of performance if I use chrome instead?
Because I have 300+ tabs open on 4 windows on chrome all the time so I'll bet it won't help performance
Uh, I'm not qualified to answer that ๐ . Best thing I can offer is to try it out and see what happens ยฏ_(ใ)_/ยฏ. If you're using chrome's somewhat recent option for "hibernating" inactive tabs (I forget the exact term they use--enabled by default) then you'll probably be fine. But it doesn't hurt to try.
But for the issue you're having with my mod, it's only a visual styling issue, none of the actual functionality is broken at all (or at least if it is it's because of something else that isn't related ๐). So it doesn't harm anything if you want to stick with the default foundry/electron client.
I hope to have the next version of my mod out tonight which will fix it either way.
@nova sinew I just released 2.7.0 which should fix the styling issue for you. Let me know if it still doesn't look like my screenshots (also new features for ammo, but you can see that in the release announement)
Oh poop I know what I forgot
Tried uninstaling, closing foundry, deleting the module's folder and then install
Yeah that was my fault. I forgot to update the build script to account for the updated style fixes
Oh good I thought my computer is just trolling me again
Nope, totally my fault. I just forgot that I needed to update that part by the time I released it
Ok try again with 2.7.1
Looks good ๐
Whew, that's much better. Specifically for that screenshot, if you select the Weapon that the attack comes from, it will silently include any attacks created from that weapon
Though if you don't want to include the weapon itself, selecting the attack will not include the parent weapon
Oh that's good to know, I thought the weapon was the item in the inventory and it wouldn't affect the attacks
That's a limitation on how PF1 has created attacks from weapons. In the system, if you modify the weapon, then any attacks created from the weapon aren't updated because they're two separate "items".
But there's enough info for me (me as in the mod) to look and go "yup that attack belongs to that weapon" so I made the mod smart enough to apply any bonuses configured to that weapon to also be configured for attacks created from that weapon
Yeah I mean, it's pretty smart with weapon focus for sure, I'm looking forward for more compatibility with this mod around weapon focus
I actually say that it doesn't offer help with critical focus which increases crit confirm roll by 4
That's because you can do that with the system's built in changes
I'm looking forward for more compatibility with this mod around weapon focus
What do you mean by this?
Like, right now, the reads the details in advanced inside Weapon Focus and uses it for other feats like Weapon Specialization right?
There are other feats which could benefit from it
Gotcha. If you've got examples I can add them to my todo list
For example
I'll have to look at all the feats in depth to find stuff that I think your mod would be able to use since there are a lot of feats that rely on weapon focus but don't give bonuses
Hm, that specific example is kinda iffy for me to want to include automated-ly. I would want it to automatically require spikes chain proficiency but that's dependant on the specific translation being used. It also has conditional bonuses for fighting defensively that I can't account for.
So I could basically only give a good experience for English users for 1/3 of the total benefit of the buff
why wont you just add change to AC with dFlags.combatexpertise.on ? 2 : 1 ?
on spiked chain itself
Because I wasn't aware I could do that ๐
@pearl mango
Is there a way to add more flags to versatile performance? for each perform skill? Sing, Act and dance for example?
I don't remember if you can do it on a single ability. You may have to create a second
Yeah that's what I want to avoid
Why specifically avoid it?
Cuz it's gonna be a cluster of the same ability for different skills
Trying to test it but I'm not sure I'm doing it correctly
That requires a dictionary flag on another buff
Wait so it can't be used on feats?
you have to make dFlag on the Buff with a value. and refer it as dFlags.tagname.nameoflag == value ? value if true : value if false
so .on is the name of the flag I assume?
yep
and if I check feats it's either true or false right?
you mean if you disable them?
it is supposed to work in conjunction with something temporal like buff or equipped state. you can disable feats too but its not straightforward for most players.
Can I use it to check if a buff is on?
That's exactly how it works. You make dflag with a value . If it is supposed to be X: 0 when you can just reffer to .value of it. With buff active it will add said value - else 0. if it is somethong different you make ==value ? true : false statement. which will return true if buff is on and false if its not.
@dFlag.haste.isActive ? 1 : 2 doesn't work for me tho
This is more like boolean flag
First one will add +2 if rage is on. Second one will add 5 to range if buff is on.
๐
I know I know, it's literally in the name
I thought the dFlag is something internal in pf1e
Can the value on the flag be a formula?
Well, I used math instead ๐
No
@pearl mango if I don't want the mod to work on versatile performance, how can I disable it?
Removing the flag readds it
There is no option to not use it
Can roll bonuses increase dc to targeted spells?
it can automate Spell focus and elemental Focus.
By school, by element type, or all spells for generic DC. Or spell/elemental focus or spell specialization.
But nothing else to target an individual spell
Correct. Target/bonus is its own little subsystem that I haven't added CL/DC into so right now it's only for attack/damage (for anything that has attack/damage rolls)
#pf1e message
Though it's not really automation, one could use it for intensify spell this way (I only now realized that I meant intensify spell ๐คฆ๐ปโโ๏ธ) Right?
Well that's even something else because that's modifying dice totals and not just DC/CL. Also I don't have any way to modify an existing spell but prepare it as a different level for prepared casters