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View Full Version : Ring Bell on Player Turn



Foen
September 17th, 2009, 18:35
The standard ruleset doesn't ring a bell any more on the players' turns. I think the call to ringBell is broken. In combattracker_entry.lua the setActive function has the following code:


local usernode = link.getTargetDatabaseNode()
if usernode then
User.ringBell(usernode.getName());
end

But instead it should be:


local usernode = link.getTargetDatabaseNode()
if usernode then
User.ringBell(usernode.getOwner());
end

Foen

Ikael
September 17th, 2009, 20:40
Strange, I use the following code in my Unisystem ruleset in combattracker_entry.lua's setActive function and it does the trick and rings the bell for players...


local usernode = link.getTargetDatabaseNode()
if usernode then
User.ringBell(usernode.getName());
end

Foen
September 17th, 2009, 22:14
My apologies, this post is obviously too hasty!

Spyke
September 21st, 2009, 11:31
My apologies, this post is obviously too hasty!Your fix worked for me, Stuart. I hadn't realised that the GURPS ruleset wasn't ringing the bell, but testing showed this to be the case. Updating the code as you indicated above fixed it, thanks.

Spyke

demonsbane
September 21st, 2009, 23:03
Your fix worked for me, Stuart. I hadn't realised that the GURPS ruleset wasn't ringing the bell, but testing showed this to be the case. Updating the code as you indicated above fixed it, thanks.


That's good. Keep doing the good work.