STAR TREK 2d20
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  1. #351
    Quote Originally Posted by Kelrugem View Post
    Ah, I see Thanks

    I did not yet use Bmos's ammunition manager or look at it; currently not so much time, but I can check later again the compatibilities (or bmos already suggests something Right now I just added what bmos suggested to me for the compatibility, but that was some time ago, maybe I need to update that piece of the code again )

    Just to make sure: Without the ammunition manager everything works fine?
    Yes everything works fine for the 5 minutes I have tested it

  2. #352
    Quote Originally Posted by Svandal View Post
    Yes everything works fine for the 5 minutes I have tested it
    Good, so, I can blame Bmos (sorry Bmos )

  3. #353
    That is a strange error... as far as I can tell that line shouldn't be capable of producing that error...
    The version of your extension I downloaded yesterday has line 640 saying:
    Code:
    		local nHitMargin = AmmunitionManager.calculateHitMargin(nDefenseVal, rAction.nTotal)
    But indeed, it is producing that error.
    I'll figure out what is going on.
    Last edited by bmos; April 26th, 2021 at 21:03.

  4. #354
    Yup. Looks like I must have changed those after I sent them to you.
    Oops.

    Here are the proper compatibility lines to add:
    https://github.com/bmos/FG-PFRPG-Amm...ition.lua#L209 (through line 215)
    https://github.com/bmos/FG-PFRPG-Amm...ition.lua#L289 (through line 292)

  5. #355
    Quote Originally Posted by bmos View Post
    Yup. Looks like I must have changed those after I sent them to you.
    Oops.

    Here are the proper compatibility lines to add:
    https://github.com/bmos/FG-PFRPG-Amm...ition.lua#L209 (through line 215)
    https://github.com/bmos/FG-PFRPG-Amm...ition.lua#L289 (through line 292)
    Hehe, thanks a lot

    @all: I've reuploaded all the overlay packages It is just about the compatibility with other extensions, you only need to redownload the extension if you intend or already use Bmos's ammunition tracker, otherwise you can keep the version you have if you want, so, no stress

  6. #356
    nevermind
    Last edited by bmos; April 27th, 2021 at 01:37.

  7. #357
    New update for the StrainInjury versions: NPCs didn't get wound overlays, this is fixed now (Sorry for that, a lot has changed in the code in February, and for StrainInjury I forgot to adjust that one line of code I hope I have now figured out all the changes of February)

    Thanks to RobboNJ69 for the report

  8. #358
    Just a heads-up: With the new update, https://www.fantasygrounds.com/filel...s_ruleset.html, DMGTYPE (and DMGSTYPE probably, too, I think?) are now natively targetable; so, you do not need the overlay packages anymore to do so

    Thanks, Moon Wizard

  9. #359
    One day, we won't need the whole Overlay Package Extension anymore because Smite Work will integrate it all natively in its source code since it's SO AWESOME and so many people just won't play without it anymore.

  10. #360
    Quote Originally Posted by Khoredran View Post
    One day, we won't need the whole Overlay Package Extension anymore because Smite Work will integrate it all natively in its source code since it's SO AWESOME and so many people just won't play without it anymore.
    Thanks, I feel flattered

    Hehe, for integration the code probably needs to be cleaned up a bit, especially my changes to the damage script is a bit "old" (was one of my first things); I should finally clean that up a bit (the update today did this actually for the native code, I try to carry over its restructuring; but that is about code structures, no need yet for me to immediately update the extension )

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