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Discussion in 'General Modification' started by _doug_, Feb 21, 2018.
It's probably a matter of updating a project config file. I'll page DS.
Hi Doug, can you please install the latest VS2017 update? You should be able to do that from the Tools -> Extensions & Update menu.
I personally am on "15.7" (I think also called VS2017 Update 7).
We've recently updated a few libs and enabled C++17, which only works properly in the more recent updates of VS 2017.
Sorry for the inconvenience :-(
Thanks for the quick help! That worked great.
I didn't realize such an important update was out there for Visual Studio!
Quick Question: Is there a maximum number of condition variables for a python condition?
I don't like that question what are you planning?
I was thinking my party would be undefeatable with an army of 32,153 variables at their disposal!
For the bard feat Metamagic Song, I was thinking of using a variable to toggle usage for each of the meta magic feats. So about a dozen variables would be necessary to implement it that way.
Heh, so you'd have a dozen radial menu toggles?
I don't think there's a direct limit, 12 (+spare) should be ok.
7+ menu item toggles with the possibility of that expanding with new metamagic feats.
The new conditions structure hard codes to 10 condition variables and there is a runtime assert that there are less than 8. The new conditions structure is also forced to a particular size by a static assert. I was able to update those 3 things and it seemed to work with 12 conditions. Do see doing that causing any other issues?
No, but i really don't want to find out if I'm wrong. That sort of thing, if it goes wrong could cause save corruptions and major support headache.
You can construct it so there's X MM "slots" which hold IDs rather than toggles. It's also more future proof.
_doug_: Since you're working on or have worked on the Sudden Metamagic feats, what about also making metamagic rods?
(Apologies if I misunderstood your intent.)
The sudden metamgic feats are ready for the next version of Temple+. Adding the rods are a good idea but I have a list of things I want to do first.
Quick question: How does weapon range get calculated? I couldn't figure out how that gets done.
IIRC it's defined in the protos fields.
I was more wondering where the final calculation for range gets made. For example, where does it take into account the far shot feat?
Oh you mean ranged weapons.
I'm not sure I replaced that part. Should be in one of the action sequence funcs for standard ranged attack, in principle.