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@Styrmir
Thank you for your response! I just tried what you suggested and I managed to get it to work on a new map with some Orc NPC's and eventually with a few PC's. As you mentioned before, it seems that the errors I was getting are only produced when you roll an attack without a direct target.
So far this new update is amazing, though I noticed that ranged spell attacks don't report their range correctly.
"The ranged weapon attack is OUT OF RANGE and misses. Fire Bolt (0/0) from 17 feet."
The last thing I noticed is extremely minor, but when I made a ranged attack with the javelin at exactly the maximum range of the weapon, it doesn't roll with disadvantage or output anything in the chat so it might not be checking that edge case in the code.
Thanks again for your hard work on this essential extension.
Cheers.
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@ReignofChaos
Thank you for the bug report.
I've added code the handle the exception when you roll directly from your sheet or CT but don't have a target selected.
Originally the range code was intended only for weapons. I'm testing out some code additions to handle ranged spells as well.
I've made changes to the code to include the edge cases.
All of the above will be rolled out with v1.5.1.
Glad to hear that you're enjoying the new update! :)
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The automatic range modifier code will now include ranged spells which have an attack option, as well as weapons.
This will be included in the v1.5.1. patch when that comes out.
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How does the new ranged attacks thing work with Variant/Standard option in FG. There is an optional rule in the DMG about going diagonals. Does the app reflect which option is chosen in the Cog menu/Options?
Also, maybe I'm being rude saying this, but can v.1.5.1 be a very light update which fixes the spell range chat output, which you have already fixed? The chat gets bombarded right now with spell attacks "out of range" warning and when you make a ranged attack with an enemy in 5ft, you get two different chat output as well saying similar things.
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@HuseyInCinar
The range calculated is actual range in the vertical and horizontal plane. Not the game rule approximations.
I am collecting hot fixes before releasing 1.5.1. So while I do test things quite a bit before release, I don't have a dedicated testing department or anything to find all the possible issues that might come up. So I have to in part, rely on user feedback.
So I'm going to give it a little longer to see if anything else comes up before pushing out the fixes. Probably next week, the patch is intended to fix any larger issues or bugs that may rear their ugly head.
Until then you can turn off the automatic range modifiers if you prefer.
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Thank you for all your work. I'm sorry if I was being rude. You need to know how important this extension is, and what great job you're doing it by taking over. I love everything it adds to my game!
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Not to worry, glad to hear how impactful the extension is. So thank you for the kind words, it won't be long until I push out the update. ;)
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Blood splatter scaling issue is resolved, menu scaling options being re-balanced to reflect changes. Will be included in v1.5.1.
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Will you prefer to keep bug reports in this thread or will you be using the Issues feature in GitHub? I see that many of the bugs I encountered in my playthrough of 1.5.0 have been addressed but having a central, indexed repository of past and current issues may be helpful.
Great work, otherwise!
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Hi,
A couple of bugs noticed in 1.5 with ranged attack in the token helper extension.
1. If the map where the tokens are placed is not currently open, this error will be thrown:
Script Error: [string "scripts/ranged_attacks.lua"]:214: attempt to index local 'ctrlImage' (a nil value)
2. If there is an actor in the combat tracker that does not have a token on the map, and you do a ranged attack, this error will be thrown.
Note: This happens with the Ranged in Melee option enabled at least.
Script Error: [string "scripts/token_helper.lua"]:38: attempt to index local 'token' (a nil value)
Edit: I now see that you answered a similar report a couple of posts up and that you list having the tokens on the map as a requirement.
I would suggest just disabling the new ranged functionality in these cases. I sometimes add an NPC in that doesn't go on the map. A trap f.ex. And sometimes we do mapless encounters. I'd rather the functionality just ignored ranged and flanking and what not in that case, instead of going in a temporarily disabling the option for that one encounter.
Regards,
Tideturner