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August 30th, 2020, 23:49 #21
As specifically described in DMsG text description of the extension - it expects the spell or power as normally defined in FGU to be defined in order to enable the pull down in polymorphism. It must find that exact keyword in there. Nor will it work with that spell once enabled - only the polymorphism subwindow functions will do that. That’s why I specifically mentioned it and showed it in video.
No idea what the extension your talking about is, but it’s not polymorphism and if not adding the expected keyword in spell power area of actions tab as described in text and shown in video it obviously will not do anything with my stuff.
That’s all guessing based on your short explanation as I’ve only used and verified this extension under the ones in my signature. And while I’ve seen someone say it worked with other extensions - which is great and I’m happy for them - you will never hear me claim it does unless I personally run with it.
Pretty sure other extension developers will tell you same thing about their extensions and unknown (like mine) running with there stuff.Free(Forums/Forge) Extension(FGU 5E):
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August 31st, 2020, 00:50 #22
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Sorry it's not an extension, it's a module. The Polymorph (60) (C) = spell lets you know the range is 60 feet and it is a concentration spell, = means it works with Kent McCullough's extensions, without the need to open the spell up.
Last edited by Conspiracy; August 31st, 2020 at 01:02.
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August 31st, 2020, 02:07 #23
Then it’s a completely separate thing which will not effect my stuff one way or the other and neither will my stuff effect it. Just like the normal polymorph spell execution will not effect my stuff nor I it.
You choose to use the one you want but don’t expect any of them to have knowledge of the other as they are not aware of each others existence.Free(Forums/Forge) Extension(FGU 5E):
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August 31st, 2020, 03:01 #24
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That's no problem at all.
If it's ok with you can I modify the extension for my own use?
It's a brilliant extension. Thanks for spending the time to make it.
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August 31st, 2020, 03:36 #25Free(Forums/Forge) Extension(FGU 5E):
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September 1st, 2020, 16:58 #26
Is there anything I can do to get the Polymorphism to show up on the PC sheet. From all the forum chat this extension is supposed to be currently functioning. I do have one click druid and one click more installed which is mainly a mod with some extensions to work with druid wild shape.
I have uninstalled and reinstalled. I have watched your video and still the PC sheet shows nothing.
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September 1st, 2020, 17:11 #27
Last edited by SilentRuin; September 3rd, 2020 at 21:39.
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September 3rd, 2020, 11:42 #28
Recently downloaded the Polymorphism from SilentRuin and found out how powerful it was tested it out with over 50 mods and 18 extensions including one click druid and one click more. I was more than ecstatic having been given a personal walk through of how the extension worked and what was required to set it up. My players who play a changeling were stunned at how easy it was to turn themselves into other people. Using Polymorphism and one click Druid and One click more made it doubly easier for my Players to do disguises and transform on the fly.
Polymorphism was incredible and all of my players mainly the changelings and the warlocks were more than happy with the results.
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September 3rd, 2020, 17:58 #29
Sounds like you got inventive with the feature/spells to support some homebrew sort of things. Which is fine as this is pretty flexible. Also, happy to see its not damaging any other extensions (as far as you can tell). I tried to leave a minimal footprint where I "could" achieve it. But for obvious reasons - I will never claim it works with anything but what I run with - still glad to hear it currently is working without hurting other things.
I figure I'll put out the section of code that decides how my stuff actually decides if I display a supported feature/spell as that had a direct impact on what you were trying to do. Here is the code - for those who care - that decides for NPC and PC where I determine if I show up on the sheet with my polymorphism and what shows up in it...
Code:-- Determine if PC or NPC sheet support polymorph spells/powers that would require sub_polymorphism to be displayed for casting. if bNPC then -- NPC's have things in actions, traits, or spells DB entries for _,nodeAction in pairs(DB.getChildren(node, "actions")) do local sName = DB.getValue(nodeAction, "name", ""); if sName == Interface.getString("polymorph_filter_Wild_Shape") then bDisplay = true; -- filter has this. if not window.polymorphism_filter.hasValue(sName) then window.polymorphism_filter.add(sName); end if sFilter == sName then bFoundFilter = true; end end end for _,nodeTrait in pairs(DB.getChildren(node, "traits")) do local sName = DB.getValue(nodeTrait, "name", ""); if sName == Interface.getString("polymorph_filter_Shapechanger") then bDisplay = true; -- filter has this. if not window.polymorphism_filter.hasValue(sName) then window.polymorphism_filter.add(sName); end if sFilter == sName then bFoundFilter = true; end end end for _,nodeSpell in pairs(DB.getChildren(node, "spells")) do local sFoundName = nil; local sName = DB.getValue(nodeSpell, "name", ""); -- dropping spells in NPC's include the level so we have to specifically check the text. local nStartOf, nnEndOf, sFound = sName:find(Interface.getString("polymorph_filter_TruePolymorphSpell")); if nStartOf == 1 then sFoundName = Interface.getString("polymorph_filter_TruePolymorphSpell"); else nStartOf, nnEndOf, sFound = sName:find(Interface.getString("polymorph_filter_PolymorphSpell")); if nStartOf == 1 then sFoundName = Interface.getString("polymorph_filter_PolymorphSpell"); else nStartOf, nnEndOf, sFound = sName:find(Interface.getString("polymorph_filter_AnimalShapesSpell")); if nStartOf == 1 then sFoundName = Interface.getString("polymorph_filter_AnimalShapesSpell"); else nStartOf, nnEndOf, sFound = sName:find(Interface.getString("polymorph_filter_ShapechangeSpell")); if nStartOf == 1 then sFoundName = Interface.getString("polymorph_filter_ShapechangeSpell"); end end end end if sFoundName then bDisplay = true; -- filter has this. if not window.polymorphism_filter.hasValue(sFoundName) then window.polymorphism_filter.add(sFoundName); end if sFilter == sFoundName then bFoundFilter = true; end end end else -- PC's have things in traits or powers DB entries bDisplay = CharManager.hasFeature(node, Interface.getString("polymorph_filter_Wild_Shape")); if bDisplay then -- filter has this. window.polymorphism_filter.add(Interface.getString("polymorph_filter_Wild_Shape")); if sFilter == Interface.getString("polymorph_filter_Wild_Shape") then bFoundFilter = true; end end for _,nodePower in pairs(DB.getChildren(node, "powers")) do local sName = DB.getValue(nodePower, "name", ""); if sName == Interface.getString("polymorph_filter_PolymorphSpell") or sName == Interface.getString("polymorph_filter_TruePolymorphSpell") or sName == Interface.getString("polymorph_filter_AnimalShapesSpell") or sName == Interface.getString("polymorph_filter_ShapechangeSpell") then bDisplay = true; -- filter has this. if not window.polymorphism_filter.hasValue(sName) then window.polymorphism_filter.add(sName); end if sFilter == sName then bFoundFilter = true; end end end end
Last edited by SilentRuin; September 3rd, 2020 at 18:03.
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September 3rd, 2020, 23:15 #30
Hi, here are a few images that demonstrate what I'm seeing.
When using it with MadNomads Character Tweaks.
The polymorph change, is only visible in Inventory tab, instead it should be present in the action tab to activate?
I tried to DM you but.. couldn't figure out how to add images so I posted it to your thread instead.Last edited by vaughnlannister; September 3rd, 2020 at 23:21.
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