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  1. #761
    Quote Originally Posted by MeAndUnique View Post
    Thanks for reporting. Turns out the ruleset changes on TEST affected everything I had added for this. I have what I think to be a solution ready for celestian to review, so hopefully it all looks good and will be ready for testing before long.
    Quote Originally Posted by celestian View Post
    This rev (5.8) is now pushed to Test.
    Using version 5.8 almost everything seems to be working as intended!
    Testing with only this extension enabled, Feats, Class Features and Racial Traits are correctly being added to the character's advanced effects and their active effects in the combat tracker. However, this only occurs if the character is indeed added into the combat tracker.
    If the character is absent from the combat tracker and a Feat, Class Feature or Racial Trait is added to the character sheet the effect will not be added to their advanced effects even if you later add them to the combat tracker.

    I've also tested this extension with several other extensions enabled and did not notice any conflicting issues thus far.

    Thanks for the quick update and hope this helps again!

  2. #762
    What's going to happen with the new version of Advanced Effects?

  3. #763
    Quote Originally Posted by FGUDM View Post
    Using version 5.8 almost everything seems to be working as intended!
    Testing with only this extension enabled, Feats, Class Features and Racial Traits are correctly being added to the character's advanced effects and their active effects in the combat tracker. However, this only occurs if the character is indeed added into the combat tracker.
    If the character is absent from the combat tracker and a Feat, Class Feature or Racial Trait is added to the character sheet the effect will not be added to their advanced effects even if you later add them to the combat tracker.

    I've also tested this extension with several other extensions enabled and did not notice any conflicting issues thus far.

    Thanks for the quick update and hope this helps again!
    Sorry about that. Another update is ready for celestian to review. Hopefully the last time else any patience for my antics be completely exhausted
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  4. #764
    Quote Originally Posted by MeAndUnique View Post
    Sorry about that. Another update is ready for celestian to review. Hopefully the last time else any patience for my antics be completely exhausted
    Pushed 5.9 to Test channel.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  5. #765
    Quote Originally Posted by MeAndUnique View Post
    Sorry about that. Another update is ready for celestian to review. Hopefully the last time else any patience for my antics be completely exhausted
    No worries! Your hard work is very much appreciated! And thanks again for the quick update!
    Quote Originally Posted by celestian View Post
    Pushed 5.9 to Test channel.
    From what I've noticed in 5.9 so far, everything seems to be working as intended now, really looking forward to using this in the LIVE build of the game!

  6. #766
    Quote Originally Posted by FGUDM View Post
    No worries! Your hard work is very much appreciated! And thanks again for the quick update!

    From what I've noticed in 5.9 so far, everything seems to be working as intended now, really looking forward to using this in the LIVE build of the game!
    Glad to hear that ! Once the Beta is released I'll push this out to Live immediately.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  7. #767
    I just had an Error pop up when trying to add an NPC to the combat tracker. After going into my test campaign and checking each extension individually I determined that it was the Automatic Effects extension. My test campaign for troubleshooting is 5e in the TEST channel and the extension version for this extension is 5.9. The error is this. Script execution error: [string "script/manager_effect_adnd.lua"]:352: attempt to call field 'addNPC' (a nil value).

  8. #768
    Oh yeah, the changes to TEST earlier this week would likely cause problems. Probably fairly easy to migrate to the new CombatRecordManager-based functionality, which is a pretty slick improvement imo.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  9. #769
    I'm trying to build a Survivor like ability into a weapon attack. It should read like this...

    IF:Bloodied;REGEN:5

    With the Action Only checked on. Am I doing something wrong or maybe these syntax options are not supported by this feature?

  10. #770
    Quote Originally Posted by septantrionalis View Post
    I'm trying to build a Survivor like ability into a weapon attack. It should read like this...

    IF:Bloodied;REGEN:5

    With the Action Only checked on. Am I doing something wrong or maybe these syntax options are not supported by this feature?
    There is no action only here. You should uncheck that.
    -MrDDT
    Discord @mrddt

    Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
    http://fgapp.idea.informer.com/
    Vote For Idea to Default Modules to GM Only
    Vote For Idea to Give GM More Hotkey Options
    Vote For Idea to Disable Dice Animations

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