DICE PACKS BUNDLE
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  1. #11
    A little of topic.... but we currently do 'Concentration' with an effect from the players action tab EFFECT; Concentration [SELF] with the player remove extension so they can remove it themselves when they stop or fail... works well, easy to see at the start of a players turn and the DM can see on the CT

    But I'd prefer it if the extension worked
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  2. #12
    Update - the error I am getting seems to be on a failed save
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  3. #13

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    Thanks for the feedback.

    The problem is that the extension uses a DB handler to watch values and then reacts when they are changed, but for some reason its not adding the handlers in certain situations. I'll look into this.
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  4. #14

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    I've updated the extension.

    The problem was that sometimes the source_name DB node was being added and filled in after the label DB node. I fixed it by putting handlers on both and waiting for both to be created before acting on the effect.
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  5. #15
    Quote Originally Posted by lokiare1 View Post
    I've updated the extension.

    The problem was that sometimes the source_name DB node was being added and filled in after the label DB node. I fixed it by putting handlers on both and waiting for both to be created before acting on the effect.
    Awesome! Can't wait to try this again. Really appreciate it.
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  6. #16
    Just tried this. I dropped bless on a couple characters from one of my characters and then had an NPC give damage to the character who cast bless. Worked perfect when the concentration roll was a success. I see the roll and see "Concentration DC10 Success". However, if it fails I see the die roll and see the result for a second when the die stops rolling, but the result is not posted in chat and the effect is not removed. I also get a script error as follows: Script Error: [string "scripts/ConcManager.lua"]: 359: attempt to index local 'r Target' (a nil value)

    I'll check my extensions later. Might be a conflict. Sometimes I also get about 20 lines of runtime notices that say things like "couldn't get the node for the window). I also see in my script errors that it says it couldn't load the dice tower even though I have it turned on in the options.

    Will keep playing around with it.
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  7. #17
    Quick update. I loaded a fresh campaign with only the concentration extension loaded. I get the same script error noted in my post above on a failure but I don't get the 20 lines of runtime issues. Also, if the character who casted the concentration spell drops to zero xp, a message pops up in the CT showing the concentration automatic failure and the effect is properly removed. So, for me the only remaining issue I see is if there is a failure due to a roll and not dropping to zero hp, the extension doesn't seem to work.
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    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  8. #18

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    Well it's progress. I'll take a look. Can you post the contents of the console? Start the console before doing anything by typing /console in chat. Then after you trigger the error hit the copy button on the console. Thanks for helping out.
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  9. #19
    No problem and thanks again for creating this! Here is the console info:

    Runtime Notice: databasenode = { combattracker.list.id-00001.wounds }
    Runtime Notice: s'label:ATK: 1d4; SAVE: 1d4; (c)'
    Runtime Notice: s'nSource:source_name;path:combattracker.list.id-00002.effects.id-00001.source_name'
    Runtime Notice: s'nEffect:id-00001;path:combattracker.list.id-00002.effects.id-00001'
    Runtime Notice: s'source:'
    Runtime Notice: s'nSource is nil, trying to get .parent.parent.parent.path'
    Runtime Notice: s'effects:effects;path:combattracker.list.id-00002.effects'
    Runtime Notice: s'character:id-00002;path:combattracker.list.id-00002'
    Runtime Notice: s'source:combattracker.list.id-00002'
    Runtime Notice: s'source:combattracker.list.id-00002'
    Runtime Notice: s'v:id-00002;path:combattracker.list.id-00002'
    Runtime Notice: s'label:ATK: 1d4; SAVE: 1d4; (c)'
    Runtime Notice: s'nSource:source_name;path:combattracker.list.id-00002.effects.id-00001.source_name'
    Runtime Notice: s'nEffect:id-00001;path:combattracker.list.id-00002.effects.id-00001'
    Runtime Notice: s'source:combattracker.list.id-00001'
    Runtime Notice: s'source:combattracker.list.id-00001'
    Runtime Notice: s'v:id-00001;path:combattracker.list.id-00001'
    Runtime Notice: databasenode = { combattracker.list.id-00001.wounds }
    Runtime Notice: s'Lost HP'
    Runtime Notice: s'DC:10'
    Runtime Notice: { s'shortcuts' = { #1 = { }, #2 = { } }, s'type' = s'concentration', s'description' = s'[CONCENTRATION]', s'slots' = { #1 = { s'metadata' = { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }, s'dice' = { #1 = s'd20' } } } }
    Runtime Notice: { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }
    Runtime Notice: { s'sDesc' = s'[CONCENTRATION]', s'aDice' = { #1 = { s'result' = #18, s'type' = s'd20' } }, s'nMod' = #0, s'sSource' = s'', s'sType' = s'concentration', s'nTarget' = s'10', s'nMode' = s'0', s'bSecret' = bFALSE }
    Runtime Notice: nil
    Runtime Notice: nil
    Database Notice: Campaign saved.
    Runtime Notice: databasenode = { combattracker.list.id-00001.wounds }
    Runtime Notice: s'Lost HP'
    Runtime Notice: s'DC:10'
    Runtime Notice: { s'shortcuts' = { #1 = { }, #2 = { } }, s'type' = s'concentration', s'description' = s'[CONCENTRATION]', s'slots' = { #1 = { s'metadata' = { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }, s'dice' = { #1 = s'd20' } } } }
    Runtime Notice: { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }
    Runtime Notice: { s'sDesc' = s'[CONCENTRATION]', s'aDice' = { #1 = { s'result' = #7, s'type' = s'd20' } }, s'nMod' = #0, s'sSource' = s'', s'sType' = s'concentration', s'nTarget' = s'10', s'nMode' = s'0', s'bSecret' = bFALSE }
    Runtime Notice: nil
    Runtime Notice: nil
    Script Error: [string "scripts/ConcManager.lua"]:359: attempt to index local 'rTarget' (a nil value)
    Live stream: https://www.twitch.tv/gwydione
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  10. #20

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    Quote Originally Posted by Gwydion View Post
    No problem and thanks again for creating this! Here is the console info:

    Runtime Notice: databasenode = { combattracker.list.id-00001.wounds }
    Runtime Notice: s'label:ATK: 1d4; SAVE: 1d4; (c)'
    Runtime Notice: s'nSource:source_name;path:combattracker.list.id-00002.effects.id-00001.source_name'
    Runtime Notice: s'nEffect:id-00001;path:combattracker.list.id-00002.effects.id-00001'
    Runtime Notice: s'source:'
    Runtime Notice: s'nSource is nil, trying to get .parent.parent.parent.path'
    Runtime Notice: s'effects:effects;path:combattracker.list.id-00002.effects'
    Runtime Notice: s'character:id-00002;path:combattracker.list.id-00002'
    Runtime Notice: s'source:combattracker.list.id-00002'
    Runtime Notice: s'source:combattracker.list.id-00002'
    Runtime Notice: s'v:id-00002;path:combattracker.list.id-00002'
    Runtime Notice: s'label:ATK: 1d4; SAVE: 1d4; (c)'
    Runtime Notice: s'nSource:source_name;path:combattracker.list.id-00002.effects.id-00001.source_name'
    Runtime Notice: s'nEffect:id-00001;path:combattracker.list.id-00002.effects.id-00001'
    Runtime Notice: s'source:combattracker.list.id-00001'
    Runtime Notice: s'source:combattracker.list.id-00001'
    Runtime Notice: s'v:id-00001;path:combattracker.list.id-00001'
    Runtime Notice: databasenode = { combattracker.list.id-00001.wounds }
    Runtime Notice: s'Lost HP'
    Runtime Notice: s'DC:10'
    Runtime Notice: { s'shortcuts' = { #1 = { }, #2 = { } }, s'type' = s'concentration', s'description' = s'[CONCENTRATION]', s'slots' = { #1 = { s'metadata' = { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }, s'dice' = { #1 = s'd20' } } } }
    Runtime Notice: { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }
    Runtime Notice: { s'sDesc' = s'[CONCENTRATION]', s'aDice' = { #1 = { s'result' = #18, s'type' = s'd20' } }, s'nMod' = #0, s'sSource' = s'', s'sType' = s'concentration', s'nTarget' = s'10', s'nMode' = s'0', s'bSecret' = bFALSE }
    Runtime Notice: nil
    Runtime Notice: nil
    Database Notice: Campaign saved.
    Runtime Notice: databasenode = { combattracker.list.id-00001.wounds }
    Runtime Notice: s'Lost HP'
    Runtime Notice: s'DC:10'
    Runtime Notice: { s'shortcuts' = { #1 = { }, #2 = { } }, s'type' = s'concentration', s'description' = s'[CONCENTRATION]', s'slots' = { #1 = { s'metadata' = { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }, s'dice' = { #1 = s'd20' } } } }
    Runtime Notice: { s'aDice' = { #1 = s'd20' }, s'sSource' = s'', s'nTarget' = #10, s'sType' = s'concentration', s'bSecret' = bFALSE, s'nMode' = #0, s'sDesc' = s'[CONCENTRATION]' }
    Runtime Notice: { s'sDesc' = s'[CONCENTRATION]', s'aDice' = { #1 = { s'result' = #7, s'type' = s'd20' } }, s'nMod' = #0, s'sSource' = s'', s'sType' = s'concentration', s'nTarget' = s'10', s'nMode' = s'0', s'bSecret' = bFALSE }
    Runtime Notice: nil
    Runtime Notice: nil
    Script Error: [string "scripts/ConcManager.lua"]:359: attempt to index local 'rTarget' (a nil value)
    Give the new version a try. I tested it locally with 'localhost' and with someone else connected as a client, so it should work now.
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