Yup...just noticed that...fixed!
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Yup...just noticed that...fixed!
I'm having a conflict with this an another ext I use, Generic Actions (Generic Actions Layers).
Not sure if you have that one or not.
Changelog
1.4.1
Changes/Bug Fixes:
- Fixed certain features, such as spellcasting, critical hits, and damage threat, not being accounted for in client rolls.
- Fixed system messages notifying clients about the initial threat value options.
- Changed the extension settings so they are visible only to the host, preventing clients from seeing threat values.
If you still are not seeing spellcasting threat, make sure the affected NPCs are considered Intelligent. The minimum Intelligence scores required for an NPC to be considered Rational or Intelligent can be configured in the extension options. For spellcasting, healing, and opportunity attacks to be taken into account, an NPC must be Intelligent.
Handler error: [string] "GenericActionsLayer:..ric_actions_layer.lua"]:366: stack overflow
Here is the related function in GAL
function onActionPostResolve(rSource, rTarget, rRoll)
if _fnOrigActionOnPostResolve then
_fnOrigActionOnPostResolve(rSource, rTarget, rRoll);
end
-- Add scaled asset in layer at desired map position
if rRoll.sType == "attack" then
addGenericActionLayer(rSource, rTarget, rRoll.sDesc);
elseif rRoll.sType == "damage" then
addGenericActionLayer(rSource, rTarget, rRoll.sDesc, "DefaultDamage");
elseif rRoll.sType == "heal" then
addGenericActionLayer(rSource, rTarget, rRoll.sDesc, "DefaultHeal");
end
end
_fnOrigActionOnPostResolve = GameManager.getMultiKeyFunction("onActionPostResol ve", "");
Threat Legacy, I'm not sure what % it's doing but doesn't seem to be working correctly as a % of anything I can tell.
Personally, what I would like it to do is keep a % of the last threat carried over to the new threat amount.
Spell Casting Threat is not working at all.
Healing Threat doesn't seem like its working correctly. I can see it sometimes but other times I don't see it working correctly.
In the options, there is 2 options for the same thing (Verbose) (Both Messages: GM and Messages: Player)
In the options, (Discreet) is not correctly giving the summary, its acting like Verbose. (think its related to the other options issue)
In the options, "Logical Chance" has 2 options for the same thing, likely causing some issues.
This stems from the options manger where you are defining too many label res.
Example below, you don't need to define "option_val_vis_alldice_default" in labelsres it can detect it from it being the baselabelres. Same with "values", you already set the baseval with "default" so no need to add it to the values list.
Don't ask me why FG changes to doing this.
Code:OptionsManager.registerOptionData({
sKey = "vis_alldice",
sGroupRes = "option_header_DroppedOrder",
tCustom = {
labelsres = "option_val_vis_alldice_on|option_val_vis_alldice_visual|option_val_vis_alldice_off",
values = "on|visual|off",
baselabelres = "option_val_vis_alldice_default",
baseval = "default",
default = "default",
I love the new widget icon things, but can I suggest maybe using another icon for =< #2 because it's very hard to see the number in that white skull, so if maybe you can use like color dots around it instead or something on the skull. Those graphics look awesome but saying for ease of use it's hard to see.
Can we have an option for FACTION = NONE to not display any info and not target anything? The main reason is a lot of the times things that are faction none are likely objects that don't need to target anything.
Check all your options because I'm seeing more that have doubles in them.
It seems that Aggro was registering the GameManager action wrapper during both onInit and onTabletopInit, which could recapture another extension's wrapper as the "original" handler and create a circular call chain. I've changed it to register those wrappers only once and added a re-entry guard, so it should no longer contribute to a stack overflow loop.
See if it works now, as I don't have GAL to test it myself.
Everything with GAL is working great thank you!!!
I noticed the options are working correctly now as far as no doubles.
Spell Casting threat, and healing are not working correctly. I can get healing to trigger sometimes but it's very weird how it's being detected.
Still not understanding "threat legacy" and what % it is and where it's coming from. Also why it's only applied to some targets sometimes.
Also the option for "Discreet" is acting just like verbose.