trembot_89
September 2nd, 2018, 06:37
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UPDATE: Problem is solved with a combination of ruleset and extension updates. Can't tell you which parts are were the problems but I'm just happy everything is now working. Thank you all for your time and help.
The problem: when a NPC is put in the combat tracker, its once functional charsheet is trashed. I've uploaded a png so you can see what I'm talking about; the charsheet on the right is the standard NPC from the SRD and the one partially covered by the errors is what happens after it's placed in the ct. Many things appear modifiable when they should be locked and readonly, the hitpoints are anchored way out of place and the label is mashed together with speed. Functionally, I suppose you could continue like nothing happened and the damage will still reduce as usual but I can't call it acceptable to distribute to people that want to use the extension.
What I think: The extension mostly just modifies functions already in place and it looks to be a problem with npc ct entries. I think it's tied to my modified ct\scripts\ct_entry, specifically the modified "onLinkChanged" and "linkPCFields" functions since my extension modifies values and definitions for PC-exclusive features that when "setActiveVisible" has " bNPC = (sClass ~= "charsheet") " the NPC charsheet simply can't handle it... I am completely open to me being wrong about the whole thing but that is my best guess. I've cracked open the files and found the lines references in the error window but I didn't get anywhere with those. It's worth noting that my extension does not touch ANY NPC-specific files; no record_npc.xml, no npc.lua, nothing.
What I need: I have no idea how to solve the problem, any helpful suggestions would be SO appreciated - thanks.
UPDATE: So I found the root of the problem; something about the ct_entry function onIDChanged is screwing with the NPC sheet. Currently I've taken that function out of the code and the previous problem has stopped but I don't feel like this is the "right" solution to the problem (especially since doing so brings its own problems, albeit not quite as serious as before). I'll keep trying to figure out why this is going on and make a new thread for that specific function. Thank you all for your help. :)
UPDATE: Problem is solved with a combination of ruleset and extension updates. Can't tell you which parts are were the problems but I'm just happy everything is now working. Thank you all for your time and help.
The problem: when a NPC is put in the combat tracker, its once functional charsheet is trashed. I've uploaded a png so you can see what I'm talking about; the charsheet on the right is the standard NPC from the SRD and the one partially covered by the errors is what happens after it's placed in the ct. Many things appear modifiable when they should be locked and readonly, the hitpoints are anchored way out of place and the label is mashed together with speed. Functionally, I suppose you could continue like nothing happened and the damage will still reduce as usual but I can't call it acceptable to distribute to people that want to use the extension.
What I think: The extension mostly just modifies functions already in place and it looks to be a problem with npc ct entries. I think it's tied to my modified ct\scripts\ct_entry, specifically the modified "onLinkChanged" and "linkPCFields" functions since my extension modifies values and definitions for PC-exclusive features that when "setActiveVisible" has " bNPC = (sClass ~= "charsheet") " the NPC charsheet simply can't handle it... I am completely open to me being wrong about the whole thing but that is my best guess. I've cracked open the files and found the lines references in the error window but I didn't get anywhere with those. It's worth noting that my extension does not touch ANY NPC-specific files; no record_npc.xml, no npc.lua, nothing.
What I need: I have no idea how to solve the problem, any helpful suggestions would be SO appreciated - thanks.
UPDATE: So I found the root of the problem; something about the ct_entry function onIDChanged is screwing with the NPC sheet. Currently I've taken that function out of the code and the previous problem has stopped but I don't feel like this is the "right" solution to the problem (especially since doing so brings its own problems, albeit not quite as serious as before). I'll keep trying to figure out why this is going on and make a new thread for that specific function. Thank you all for your help. :)