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  1. #111
    Quote Originally Posted by bmos View Post
    Yes, no changes needed to modules.
    It's looking like Sudain's getting close to having creature poisons added though. Then my auto-linking code in Upgrade NPC Actions comes into play for real
    is this what I think it sounds like? castable actions/spell for poisons from NPCs?

    so it'll probably require some spot-checking
    dont'worry Sudain, give it to me, I'll break it, or my players will we'll change it as it goes

  2. #112
    Quote Originally Posted by Zygmunt Molotch View Post
    is this what I think it sounds like? castable actions/spell for poisons from NPCs?
    No, it just adds a link to any relevant diseases on the NPC's Notes tab.

    You can see this in action with a select few NPCs:
    https://github.com/bmos/FG-PFRPG-Mal...eases/tag/v1.3

    I have added your idea as issue [3] on Upgrade NPC Actions
    Last edited by bmos; February 28th, 2021 at 18:20.

  3. #113
    Hello bmos,
    I just started using the Tracker Extension last night and found it is rolling all 6 rounds at once on the first round of the save.
    Multiple Rolls 2021-04-04_101427.png

    [4/4/2021 10:11:44 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
    [4/4/2021 10:12:15 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value
    [4/4/2021 10:12:15 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value
    [4/4/2021 10:12:16 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value
    [4/4/2021 10:12:16 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value
    [4/4/2021 10:12:16 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value
    [4/4/2021 10:12:16 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value

    I updated FGU, reinstalled the Tracker Extension, Clock Manager, turned off all other extensions, then did a full restart. It is doing it with any of the poisons I test.
    Am I missing something? Thanks!

  4. #114
    Quote Originally Posted by RobboNJ69 View Post
    I just started using the Tracker Extension last night and found it is rolling all 6 rounds at once on the first round of the save.
    [4/4/2021 10:12:15 AM] [ERROR] Script execution error: [string "scripts/manager_action_diseasesave.lua"]:79: attempt to index a nil value
    Thanks for the report. I'm not seeing the multi-roll behavior but I am seeing the script error. Will fix that and hopefully it also addresses your other issue.
    Last edited by bmos; April 4th, 2021 at 23:19.

  5. #115
    Quote Originally Posted by bmos View Post
    Will fix that and hopefully it also addresses your other issue.
    Thanks, bmos!

  6. #116
    Quote Originally Posted by RobboNJ69 View Post
    Thanks, bmos!
    posted. let me know if you're still seeing issues with rolls

  7. #117
    It's still happening. I isolated the occurrence.

    It only happens when the Clock Manager changes time. I tried it 8 different times and every time, on the same round that the Clock Manager posts: "The time is 6:44 AM" the save rolls 5 or 6 times.

    I tested this by advancing the rounds 5-7 times, then applying the poison. It got to the '10th' round and rolled all the dice.
    When I apply a 6 round poison in rounds 1-3, it works just fine.

    EDIT: the log error, however, is gone - Thanks!

  8. #118
    Quote Originally Posted by RobboNJ69 View Post
    It's still happening. I isolated the occurrence.

    It only happens when the Clock Manager changes time. I tried it 8 different times and every time, on the same round that the Clock Manager posts: "The time is 6:44 AM" the save rolls 5 or 6 times.

    I tested this by advancing the rounds 5-7 times, then applying the poison. It got to the '10th' round and rolled all the dice.
    When I apply a 6 round poison in rounds 1-3, it works just fine.

    EDIT: the log error, however, is gone - Thanks!
    Ah, that helps a lot.
    I have been meaning to rewrite that code anyway, since I want it to trigger on the correct initiative count rather than rolling all at the top of the round.

  9. #119
    Quote Originally Posted by bmos View Post
    Ah, that helps a lot.
    I'm glad that helped. Thanks for all the hard work you put into these extensions. They make the system a lot more efficient to use.

  10. #120
    Yes indeed, thank you a TON!

    Working on the 's's right now, so still in progress.

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