DMsGuild
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  1. #981
    Quote Originally Posted by wframe View Post
    GM here. I just found this extension and it's great. The only issue I'm having is the rangefinding for NPC/monsters. I have been testing this by setting up mock combat with both a PC and a monster out of range of each other. When I attack with the PC, it rolls disadvantage as expected. When I attack with the monsters (Goblin and an Orc), neither one ever rolls disadvantage. It just states that it's out of range. Am I missing something?

    I have tried different weapons (Sling, javelin, shortbow) and I get the same results.
    Grab the latest ranged_attacks.lua from the scripts folder on GitHub (it's not updated in the in the INSTALL VERSIONS folder), it looks to have this issue fixed. Alternatively, you can do what I did and edit the file; within the if block on lines 413-449, move the "Spell Action version 1" block to before the "Weapon version 1" block.
    The result ends up looking something like this:
    Code:
    					-- Spell action version 1
    					-- this exception is needed as some modules have a slightly different range entries
    					-- where spell entries on NPCs are put under actions, and only one range is available
    					-- string input ex. 'Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. ...'
    					rangeText = string.match(description, "ranged?%s%d+");
    					if rangeText ~= nil then
    						medRange = string.sub(rangeText, 7, string.len(rangeText));
    						maxRange = medRange;
    					end
    
    					-- Weapon version 1
    					-- search for 'range * ft', return range as substring, split substring in two (medium/max range)
    					-- string input ex. 'Thrown (range 30/120)''  and 'range 30/120 ft.''
    					rangeText = string.match(description, "ranged?%s%d+/%d+");
    					if rangeText ~= nil then
    						-- find '/' index
    						-- medRange = start of numbers to before index
    						-- maxRange = after index to end
    						local index = string.find(rangeText, '/');
    						medRange = string.sub(rangeText, 7, index - 1);
    						maxRange = string.sub(rangeText, index + 1, string.len(rangeText));
    					end
    
    					-- Weapon version 2
    					-- this exception is needed as some modules have a slightly different range entries
    					-- string input ex. 'Thrown (range 30 ft./120)''  and 'range 30 ft./120 ft.''
    					rangeText = string.match(description, "ranged?%s%d+%s?[a-zA-Z]+\.?/%d+");
    					if rangeText ~= nil then
    						local index = string.find(rangeText, '/');
    						medRange = string.match(string.sub(rangeText, 7, index), "%d+");
    						maxRange = string.sub(rangeText, index + 1, string.len(rangeText));
    					end
    In that snippet also corrected the regex from * to + (match one or more digits rather than match zero or more), and made it more forgiving towards the effect wording. Any combination of the following variations will work with it:
    ranged 150/600 (ranged instead of range)
    range 150ft./600 (no space between 150 and ft.)
    range 150 ft/600 (no period in ft.)
    range 150 m/600 (any unit of any character length)

    Quote Originally Posted by geeca View Post
    The Spells Produce Flame and Radiant Sun Bolt no longer work. Next to the target, 10 ft, 15 ft, 30 ft, 40 ft. Flying in the air. This is the only result that you get.

    Script Error: [string "scripts/ranged_attacks.lua"]:40: attempt to concatenate local 'maxRange' (a nil value)
    Open up ranged_attacks.lua from Token Helper. Go to around line 516 and change:
    local rangeText = string.match(description, "%d*");
    to:
    local rangeText = string.match(description, "%d+");
    Then just edit the spell in FG (may need to add it to the character's sheet first), and add the range. For Produce Flame I've got Self, 30ft; Radiant Sun Bolt is the same just without Self. The code change for this part ensures that it won't match an empty string and get a range of "" from "Self, 30"
    This gets me the correct output of "The ranged attack is OUT OF RANGE and misses. Produce Flame (30) from 540 feet."
    Last edited by angiath; July 3rd, 2020 at 23:54. Reason: minor formatting

  2. #982

    Problem with Icon, Health Bar on very small scale

    Could someone help me with this problem? I'm not able to adjust the Scale on the Tokens. They are very small and impossible to see from normal map scale.

    Image: https://cdn.discordapp.com/attachmen...28/unknown.png
    Last edited by George_henrique; July 4th, 2020 at 23:34.

  3. #983

    Giving control of NPC's to players

    We had a situation come up for the first time today while using this extension, where players could not access the character sheet(s) for NPC's they were controlling. By default in FG, once a creature is shared with a player, for example a summoned familiar or a wild shape for a druid, they could double click on the token on the map to open up the stat sheet for that creature. This extension seemingly changes that behavior, highlighting the target in the combat tracker instead. Is there a workaround, or something I'm missing, short of sharing the NPC sheet manually each time the player needs to have it open for actions, etc?

  4. #984

    Saving Throw Graphic Unremovable?

    Hey y'all, I was running a combat with this extension today and unfortunately it seems that I am unable to remove the check marks on tokens after they've made a saving throw. Does anyone know how to fix this?

  5. #985
    Quote Originally Posted by AngriestOwlbear View Post
    Hey y'all, I was running a combat with this extension today and unfortunately it seems that I am unable to remove the check marks on tokens after they've made a saving throw. Does anyone know how to fix this?
    /dsave

    Put it in a hot bar for quick use.

  6. #986
    Quote Originally Posted by flynnkd View Post
    /dsave

    Put it in a hot bar for quick use.
    Thank you much!

  7. #987
    Sorry if these are addressed elsewhere in this thread (I've made it 50% through it but still haven't seen an answer yet).

    1st. I'm running into an issue where a player or NPC is flanked and one of the flanking monsters is knocked unconscious, the other monster still has advantage from the flanking rules. I can't believe that no one has seen this one before, but I've just not been able to locate an answer yet.

    2nd. When a creature gets knocked unconscious I get the following console error. Script Error: [string "scripts/manager_token2.lua"]:1018: attempt to index local 'tokenMap' (a nil value)

    3rd. Sometimes (not always) tokens loaded into the bottom layer will balloon in size when a creature is knocked unconscious. It doesn't do it every time, so this may be a new user issue, but I know from reading this was a problem in previous versions.

    I currently have the following extensions loaded :
    Weapon Handling V1.0
    5e Next Level XP Automation v1.6 from Rob2e
    Combat Enhancer 1.6.0 (obviously )
    Token Helper v1.1.9
    Basic Card Deck Tables v0.7


    Again, this is a great extension! My group just started playing online and are still trying to get used to it all, but this extension has been awesome so far.

  8. #988
    Also anyone else now getting the following when a 5e campaign loads?

    Script Error: [string "scripts/manager_gamesystem.lua"]:41: attempt to call field 'useFGUDiceValues' (a nil value)

    It has something to do with the combat enhancer because I started a new campaign and added the token helper and it loaded fine, but threw this error when I then added the combat enhancer.

  9. #989
    Quote Originally Posted by discgolferusa View Post
    Sorry if these are addressed elsewhere in this thread (I've made it 50% through it but still haven't seen an answer yet).

    1st. I'm running into an issue where a player or NPC is flanked and one of the flanking monsters is knocked unconscious, the other monster still has advantage from the flanking rules. I can't believe that no one has seen this one before, but I've just not been able to locate an answer yet.

    2nd. When a creature gets knocked unconscious I get the following console error. Script Error: [string "scripts/manager_token2.lua"]:1018: attempt to index local 'tokenMap' (a nil value)

    3rd. Sometimes (not always) tokens loaded into the bottom layer will balloon in size when a creature is knocked unconscious. It doesn't do it every time, so this may be a new user issue, but I know from reading this was a problem in previous versions.

    I currently have the following extensions loaded :
    Weapon Handling V1.0
    5e Next Level XP Automation v1.6 from Rob2e
    Combat Enhancer 1.6.0 (obviously )
    Token Helper v1.1.9
    Basic Card Deck Tables v0.7


    Again, this is a great extension! My group just started playing online and are still trying to get used to it all, but this extension has been awesome so far.
    Ok, did some digging and am more confused than ever. I verified that the Unconscious effect is being added to the creature in the CT.

    Looking at the code in the token helper isActorDisabled5e function it looks to be validly concerning itself for that effect and I verified the spelling. So next time I get some available time I may have to add debugging around the isActorDisabled5e and isFlanking methods in the token helper and see if where it may be incorrectly determining a flanking ally.

  10. #990
    Quote Originally Posted by discgolferusa View Post
    Also anyone else now getting the following when a 5e campaign loads?

    Script Error: [string "scripts/manager_gamesystem.lua"]:41: attempt to call field 'useFGUDiceValues' (a nil value)

    It has something to do with the combat enhancer because I started a new campaign and added the token helper and it loaded fine, but threw this error when I then added the combat enhancer.

    Ok, I fumbled through and figured out how to fix this error. I'll test it during my next rpg session (or when I get time to fake a game) to see if it has any adverse effects. I don't think it will, it appears they were trying to initialize something in the 5e ruleset that because CombatEnhancer defines it's own actionmanager was missing but not something we need since by it's name seems to be FGU related? Will know more as I test. Now off to figure out why token helper isn't working on flanking correctly.

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