Bug in release - working on it now. If you mouse over one of the NPC main sheet fields the parse will sometimes error.
Bug in release - working on it now. If you mouse over one of the NPC main sheet fields the parse will sometimes error.
Fixed the bug - no release version change - just updated DMsG.
V 1.24 - Bug - fixed problem with hover over NPC text.
Bug took some more fixing warranting a version update.
Still bugged - working on a fix - this last fix basically stopped it from translating NPC CT action lines (I think they are the same - the hover text fix really just skipped it all all the time).
V 1.25 - Bug - fixed where nothing translated anymore from 1.24 attempted fix.
Ugh - V1.23 has the new feature and V1.24 and this one were an attempt to fix hover text errors then to fix the complete disablement of all the functionality in V1.23. Should now have translated NPC powers in CT actions lines fixed and working.
Aridhro is willing to give so much more detail to his users. He spoils them. But as he went to the effort to give some examples of the latest feature in here that has been implemented - I'll just link in his explanation...
https://www.fantasygrounds.com/forum...l=1#post603178
Even though my users are tough and don't need all this type of spoiling and over indulgence - I figured I'd link it in anyway ;)
I am using v1.25 and it is still throwing [ERROR] Script execution error: [string "campaign/scripts/string_powerdesc_asd.lua"]:72: attempt to compare nil with number when hovering over an NPC main sheet field.
That sounds like V1.23 - what version is showing in your chat? One person I know who downloaded it in DMsG used some bulk loader stuff I've never seen and it would never pull the right version. Pull the Account->updated things->Download out of DMsG and see what happens.
Definitely 1.25 so I'll hunt down the other extension and axe it.
Attachment 47127
I can confirm that translation of NPC powers works perfectly when only Generic Actions, Equipped Effects, Polymorphism, Map Parcel, Combat Groups, Assistant GM, and Sir Motte's Magnific Darkness are activated. I am Hunting down the culprit now...
Thanks for that info. Would the _asd point to Advanced Spell Damage or is that purely coincidental? I'm not pointing fingers by any means, just trying to maximize my ability to track down the incompatibility.
Resolved incompatibility with new DMsG delivery - no version change just upped load order.
Another issue I'm working on where links in hovered highlighted text don't always trigger.
V 1.26 - Bug - fixed where no NPC text from main page could trigger hover double click to roll dice or drag dice into chat.
V 1.27 - Change - The way I implemented V1.23 had to much RISK of conflict (or future potential conflict) with other extensions. I've redesigned it to solve the V1.23 feature in a different safer way. From the users viewpoint you will see no changes from V1.26.
I had another extension (or someone who had the same hover error) occur again with V1.26. This made me decide to just rewrite how I was approaching the problem so that I could completely avoid overwriting (using) code that was prone to conflicts (other people overwriting it in their extensions).
No difference between V1.26 from user's perspective - the V1.23 features should now be fully working without the large RISK of conflicts in that area of the code. There is always RISK - but this will reduce it.
V 1.28 - Bug - units in custom effects were not being respected (been like this since inception of this extension). FGU will turn any units of hour or day into 0 duration (forever) so only rounds or minutes will get you the full round count. They do that as that many rounds becomes unrealistic. If you want the CT to have the true rounds use rounds or minutes in custom effects.
Basically, since last year when this first came out - it has ignored units in custom effects. Nobody noticed till now - likely because most use RND to define time. Now it will respect the time - though like custom effects dragging into CT it will put a 0 duration for anything with units of hour or day. I set the units, what the underlying FGU code does with them is the same for this extension.
V 1.29 - Bug - if no power actions are found for a name match keep searching, and if nothing is found process the previous text parsing logic. This allows name matches that have no power actions defined to still potentially get actions added into the CT via pure text parsing.
Someone who had hundreds of modules was encountering an issue where no actions were being added into a CT line. It occurred to me that if you have name match - but that power has no power actions defined (just text) then this would generate nothing after the text for the CT action line. I've now changed the logic so that it will continue searching for a name match if no power actions are found - and to process the original text parsing to fill out the CT actions if it finds no power actions after processing all the name matches in the modules.
V 1.30 - Feature - FGU 5E has added the "attune" DB attribute into item inventories which will now be respected by this extension. Previously, a determination was made that CT effects/PC powers would only be automatically added to an item that required attunement when equipped if it was identified. Now if it is identified and requires attunement it will also check the new "attune" DB data in order to add the effect to the CT or PC powers. Like with the "isidentified" value if "attune" is changed it will recheck the previously mentioned logic to see if the item should have the effect defined in CT (or PC powers) or not.
Was about to go to bed when I noticed a new FGU update. After comparing the 5E/CoreRPG things per usual I noticed new functionality of attunement was added. Essentially if an item requires attunement it will now have a radio button to check off. As previously I was determining if something was attuned or not by whether it was identified and required attunement - I have now added in the additional check to insure it is actually attuned. Changing the radio button for this will trigger a reevaluation if the effect needs to be added or removed from the CT for this item - just like the ID icon switching does.
Equipped Effects is interfering with editing NPC other tab information. I'm looking into it now. Workaround is to close NPC sheet after unlocked and bring it back up.
V 1.31 - Bug - A truly stupid mistake on my part where I renamed a subwindow but forgot to change the .lua code name used to reference it. Gist was - NPC other tab would not recognize the unlock state and would not allow you to edit the NPC other tab unless you exited the sheet (with it unlocked) then came back up in the sheet. FIXED.
A truly STUPID error on my part. While creating the first link translation feature I had to redo the way other tab was being processed. After all tested - I decided to rename the subwindow I used and forgot to rename the code I had that updated using that name. Anyway, fixed now.
Not sure if its an equipped effects issue but suddenly all magic items are showing as identified even if I toggle.
My players are able to see magic items as if they are identified. Have you checked as a player?
Again it works fine.
Never say never, but given what you had me try - I could not duplicate it.
Are you having me debug your extensions for you as I am usually one of the more responsive developers? ;)
I'd much prefer you actually prove its my stuff (by having only my extension present) than have me debug it and try to duplicate something like this in the future.
If you do manage to show its happening only with my stuff, then we can get together to see what is going on, as it must be something unusual as I can't duplicate it with a host or client.
I’m in the middle of a game. So I’ll do a debug later
Just first duplicate it with your own host and client. Then remove all extensions but mine and try to duplicate it. Then add one extension in at a time till you see what is causing it. Then once you find that one - pull out everything but that one and see if its just a bug in it. Otherwise, if it works by itself you will have to add in other extensions with it till a conflict (the bug) shows up. Only way to find this sort of thing. And to determine if its a bug in an extension or a conflict with one or more of them. Extensions = RISK.
No worries. Will try later just knew you had made a change re attunement and thought it might have had an effect.
So I went through the above steps and was unable to replicate so there must have been some kind of load error in last nights game. Sorry for the false flag.
Well done, 'Equipped Effects' extension is fantastic. :)
The only improvement I can see is for it to remove items from your inventory when consumed, is there a way of doing this or maybe you have another extension in progress that could do this function?
May want to check into the free extension Kit-N-Kaboodle as I think it does something with charges and stuff.