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August 28th, 2020, 19:22 #41
I figured it out and fixed it!
It's because of SpellManager.addSpell.
Line 102 of SpellManager uses .getChild rather than .createChild which means that the spell level isn't created (not entirely sure why this works at all, honestly).
While this should probably be changed upstream in 3.5E, a fix for your extension is to add this right before addSpellToActionList in char_invlist_ACIM.lua:
Code:local function addSpell(nodeSource, nodeSpellClass, nLevel) -- Validate if not nodeSource or not nodeSpellClass or not nLevel then return nil; end -- Create the new spell entry local nodeTargetLevelSpells = nodeSpellClass.createChild("levels.level" .. nLevel .. ".spells"); if not nodeTargetLevelSpells then return nil; end local nodeNewSpell = nodeTargetLevelSpells.createChild(); if not nodeNewSpell then return nil; end -- Copy the spell details over DB.copyNode(nodeSource, nodeNewSpell); -- Convert the description field from module data SpellManager.convertSpellDescToString(nodeNewSpell); local nodeParent = nodeTargetLevelSpells.getParent(); if nodeParent then -- Set the default cost for points casters local nCost = tonumber(string.sub(nodeParent.getName(), -1)) or 0; if nCost > 0 then nCost = ((nCost - 1) * 2) + 1; end DB.setValue(nodeNewSpell, "cost", "number", nCost); -- If spell level not visible, then make it so. local sAvailablePath = "....available" .. nodeParent.getName(); local nAvailable = DB.getValue(nodeTargetLevelSpells, sAvailablePath, 1); if nAvailable <= 0 then DB.setValue(nodeTargetLevelSpells, sAvailablePath, "number", 1); end end -- Parse spell details to create actions if DB.getChildCount(nodeNewSpell, "actions") == 0 then SpellManager.parseSpell(nodeNewSpell); end return nodeNewSpell; end
Code:local nodeNew = SpellManager.addSpell(nodeSpell, nodeNewSpellClass, nSpellLevel);
Code:local nodeNew = addSpell(nodeSpell, nodeNewSpellClass, nSpellLevel);
Last edited by bmos; August 28th, 2020 at 20:47.
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September 2nd, 2020, 18:57 #42
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Hey Dude,
Tower Shields should not appear as weapons in the action tab, might want to put an exception somewhere forbidding item with "tower" or "Tower" as you cannot bash with a T-shield,
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September 4th, 2020, 02:16 #43
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September 4th, 2020, 02:17 #44
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September 4th, 2020, 02:18 #45
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September 4th, 2020, 02:35 #46
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I've uploaded verions 1.0.6. on the first post.
This should fix the bug with having to visit the action tab before doing anything in the inventory.
I also fixed the bug with tower shields. If a shield has not a blank or nil damage value it will not create an action item for it.
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September 6th, 2020, 01:48 #47
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I incorrectly made the ext file, putting the folder instead of the contents of the folder in the ext file.
I updated the first post.
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September 12th, 2020, 17:47 #48
I already messaged bretwulf about this, but here it is in case anyone else has this issue:
This is because of the apostrophe in the item's name. An easy workaround is to remove that character from the wand's name so that "Wand of Bull's Strength (CL 5) [15 charges]" becomes "Wand of Bulls Strength (CL 5) [15 charges]".bmos' extensions
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October 7th, 2020, 18:18 #49
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I flat out cannot get this to work. Not sure what I'm doing wrong, but I'm getting nothing in the Actions Tab. Created a Wand of Cure Light Wounds in a parcel following the example on pg 2 of the Wand of Invisibility. Dragged the parcel to the Party Sheet. Dragged the wand to the character Inventory Tab. Nothing in the Action Tab. Is there something else I need to do?
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October 7th, 2020, 22:39 #50bmos' extensions
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