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November 17th, 2022, 23:35 #151
Yeah, its an incompatibility with my Indicators ext and the A5E. For some reason, when a creature becomes bloodied, it enters a recursive loop and keeps applying the bloodied condition. With the A5E extension locked in the vault I dont know what code may have changed from the default 5E behavior. Indicators does work just fine with the base 5E ruleset.
For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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November 18th, 2022, 11:17 #152
I posted the A5E extension files to a github repository. They need to be updated for the latest release, but once I do that, I will post the link here.
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November 18th, 2022, 11:43 #153For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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November 18th, 2022, 21:27 #154
You can find the github repository with the extension files here. Let me know if you have any questions or issues!
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November 18th, 2022, 22:55 #155For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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November 21st, 2022, 12:37 #156
Thanks for posting the code. I was able to find the conflict with mine. It was a recursion error due to a change made in ActorManager.getWoundPercent().
My code monitors effect changes to update the indicators shown on a token and uses getWoundPercent to see what the current health of the token is. A5E added a bit of code to getWoundPercent to auto apply the Bloodied condition as an effect to the entry. So whenever that Bloodied effect gets added, it triggers my code to run again as its a new effect. Lovely recursion
* I found a workaround and the next release of Indicators should work with A5E.Last edited by mattekure; November 21st, 2022 at 14:33.
For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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November 21st, 2022, 17:22 #157
Supreme Deity
- Join Date
- Mar 2007
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- 20,626
That seems problematic. The getWoundPercent function shouldn't be used to make changes, only return a number based on existing data. I'll reach out to A5E developer too.
Regards,
JPG
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November 23rd, 2022, 11:37 #158
Since the 5E ruleset already has a conditional operator for bloodied, this is unnecessary. I don't know how long that feature has existed for 5E, but I must have overlooked it at some point. See 5E Effects for Advanced Automation for more info on conditional operators.
Apologies for running you in circles mattekure!
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December 18th, 2022, 23:36 #159
- Join Date
- May 2020
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- 2
I am seeking some technical help. I just bought the Level Up A53 Monstrous Menagerie today. My objective is to use the monsters in my regular D&D 5e game. Unfortunately, unlike all other D&D purchases I have made, it does not appear that the entire purchase was downloaded. The only think I have find is a "Feature". When I go to modules is shows Monstrous Menagerie as "loaded" but the only content available are 13 NPC's from the purchase. I am unable to find a "module" or "extension" file, and obviously, no monsters. Has anyone else experienced this?
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December 18th, 2022, 23:41 #160
I don't have A5E so can't be sure, but from the OP there this quote from Mr Z:
Note that although it claims to be 5e compatible I would not recommend that you try to mix and match a normal 5e campaign with a level up one. There are considerable differences which makes things 'interesting'.
i.e. When you start your new campaign, enable the Level Up Advanced 5E extension, then load this module. Then your NPCs should show up.
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Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
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