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February 23rd, 2023, 04:35 #121
Yes to further add to everyones posts, yes I agree, it is a strange way to list this. Three of us agreed that we were all misunderstanding it. After much google kung fu we came to this post. I would prefer to stick with the regular bonus but oh well.
Thank you BMOS! keep up the great work.
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February 23rd, 2023, 13:02 #122
Thanks
I should note that there are a lot of inaccuracies in the data set used for this extension. They were entered before my time and I haven't exhaustively corrected it. Each update usually includes a few more fixes. Quite a few in this case.
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February 25th, 2023, 01:05 #123
Looking at the link you posted that description has siccatite in it. Just wondering if you added that to it after the fact or if I need to have the shards of sin or another item to access that?
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February 25th, 2023, 04:32 #124
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February 26th, 2024, 17:24 #125
This extension needs a bunch of work.
First and foremost, to keep it working after the upcoming ruleset updates, a UI redesign was needed. I have just pushed the first build of that to the test channel: https://github.com/FG-Unofficial-Dev.../tag/v2.0-rc.1
Included with this I have rewritten and restructured the code for creating consumable magic items.
Secondary to that, a number of bugs have been brought up with the item creation code (which I inherited from the creator of this extension).
I'm not sure whether this will be ready in time for the ruleset release in March, but it's coming. If the ruleset drops first I will release the UI redesign with the old back-end for item creation (with all its bugs).Last edited by bmos; February 26th, 2024 at 17:39.
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May 22nd, 2024, 07:46 #126
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- Apr 2024
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Unable to generate arrows with enhancement bonuses:
[5/21/2024 10:41:24 PM] [ERROR] Script execution error: [string "..ized-Item-Generator:.._customize_item.lua"]:496: bad argument #3 to 'format' (number expected, got string)
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May 22nd, 2024, 13:47 #127
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May 23rd, 2024, 01:49 #128
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July 12th, 2024, 06:48 #129
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Getting another error. This time when altering, or at least generating masterwork specifically, shields. Doesn't actually throw a log error, but the chatbox displays "Error: Item has no subtype". The resulting item generates a new item, but with no changes applied over the base item.
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August 10th, 2024, 23:34 #130
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- Apr 2024
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Found another issue, specifically with generated magic weapons in 3.5. Under normal rules, the masterwork provides a +1 enhancement bonus to attack, and a magical enhancement provides +x to both attack and damage, overriding the masterwork enhancement. In FG, weapons with both a bonus and masterwork incorrectly stack so that a +1 longsword gets +2 attack and +1 damage; this is not a problem with armor as enhancement and masterwork have two different effects. Since the extension retains the masterwork quality on generated magic weapons, it triggers this issue. This is an easy user-end fix by removing the masterwork tag, but it would be preferable if the extension would strip the tag on generation.
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