Awesome, Thanks for the feedback and testing :)
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Awesome, Thanks for the feedback and testing :)
Your extension is broken as PCS or NPCs add effects, adding the effect does not show on the chat display. Also it slows it down the game because of this. I just wanted to alert you and also my players and I love this extension as it reminds them of reactions to use!
Hi @charros,
Can you let me know what other extensions you're using as it seems to be working fine for me.
Thanks,
Stv
Tactical dot . :)
Hi!
There seems to be a conflict between this extension and one of mine (Special Damage Options). I tested with just these two.
Mine listens for onEffectAdd events ("chaining" itself in case there are other listeners), but it doesn't get called if this extension is enabled.
I assume it's something to do with how you override onEffectAddMain, but I'm not sure. It also seems questionable that you may return before calling the function you overrode, but I don't think that's causing the issue, since my PC's reaction has not been used.Code:function registerHandlers()
GameManager_OnEffectAdd = GameManager.getFunction("onEffectAdd");
GameManager.addEventFunction("onEffectAdd", onEffectAdd);
end
function onEffectAdd(rActor, nodeEffect, tData)
if GameManager_OnEffectAdd then GameManager_OnEffectAdd(rActor, nodeEffect, tData); end -- call super
if not SpecialDamageEffects.isEnabled() then return; end
. . .
end
Code:function newonEffectAddMain(rActor, rEffect)
-- Check to see if the new effect contains "(RCT)"
if checkeffectforreaction(rEffect) then
--Ensure that we have a valid Source (stored as a string)
local sSource
sSource=rActor.sCTNode
--Check to see if the effect source character already has its reaction flag set
--if so, notify that it can't use a reaction and exit the whole function
if reactionused(sSource) ==1 then
messagereactionused(rEffect.sName,sSource)
return
else
--Set the effect sources reaction flag
DB.setValue(sSource..".reaction","number",1)
end
end
--call old function
oldonEffectAddMain(rActor, rEffect)
end
Thanks for the heads up, looks like the functino I override isn;t quite the right one to play nicely with others :P
I've adjusted to override in the same fashion you do and it appears to work now. I've probably broken somehting else though :)
Yup, broke something else, but it's late so it'll be a tomorrow job at best.
TBH, I've no idea why that's happening.
All my recent updates have been on the test channel in readiness for the major effects overhaul that has been done by SW.
It all works in test, so not really giving the issue any time on the live server as I think the new update is live in the middle of this month.
I hope this isn't too much of an inconvenience for those that use this extension, but I only have so much free time to devote to the upkeep of my extensions.
Cheers,
Stv.