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October 23rd, 2022, 13:07 #831
Any time to upload that change to github?
Also, regarding MeAndUnique's comment, that was how I fixed the issue. Removing the periods was all it took in my port (possible would also work here).Last edited by bmos; October 23rd, 2022 at 13:36.
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October 23rd, 2022, 19:07 #832---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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October 23rd, 2022, 21:19 #833
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October 24th, 2022, 04:31 #834
Updated Live channel with fixed .path changes.
Pushed to repo.---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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October 29th, 2022, 01:09 #835
- Join Date
- Mar 2020
- Posts
- 496
I am getting a new error with the same extensions that I have had updated on forge and from dmsguild. This happens anytime I try to drag ana attack from a non magical item in the actions on the NPC sheet.
[10/28/2022 7:52:53 PM] [ERROR] Script execution error: [string "AdvancedEffects:..ipts/char_weapon_adnd.lua"]:50: attempt to call field 'isLoading' (a nil value)
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October 29th, 2022, 01:37 #836
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October 29th, 2022, 01:56 #837
Last edited by bmos; October 29th, 2022 at 02:03.
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October 29th, 2022, 02:01 #838bmos' extensions
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November 18th, 2022, 22:05 #839
- Join Date
- May 2021
- Posts
- 6
sorry, wrong thread - can this be deleted?
Last edited by tjlee; November 18th, 2022 at 23:30.
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November 21st, 2022, 17:59 #840
- Join Date
- Mar 2019
- Posts
- 19
Potentially Silly Question
I searched the thread but didn't see an answer to this. If I create items or NPCs with effects added to them in 1 campaign and I export them into my own module to use in a new campaign on my system, will all of the added effects still be with the items in the new campaign or will I need to add everything manually again? I created a campaign just to copy and customize all of the items & NPCs from all of the sources I own, test things, create new silly items or NPCs to torment I mean entertain my players etc but I will want to export everything into my own modules to use in future campaigns to leave my goofing off space open to break at a moment's notice.
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