-
July 18th, 2019, 21:41 #61
-
July 18th, 2019, 21:47 #62
-
July 18th, 2019, 21:48 #63
No. The name of the extension remains the same. Even on my system I was having problems running both of them together because both extensions override the char_weapon.lua script used by the char_weapon windowclass.
<windowclass name="char_weapon" merge="join">
<script file="campaign/scripts/char_weapon.lua" merge="replace" />
...
</windowclass>
This is what is causing the problem. So, I merged AE's code into the char_weapon.lua file used by WH because WH loads after AE. The char_weapon.zip file I posted does what you want. It excludes the code ran by AE when it is not loaded. I only zipped the char_weapon.lua file. Check it out!
There were certain effects in AE that are not being processed. That is why it seems to work for you if you didn't test those specific effects. However, if you look at the code I posted in the .zip file, you will see where these effects get broken if the AE code isn't merged into the WH code.
Search for the variable m_bAdvancedEffects in the zipped up char_weapon.lua script. You'll see where the AE code is being ran if the AE extension is running.Last edited by Valerian Stormbreaker; July 18th, 2019 at 21:56.
-
July 18th, 2019, 22:00 #64
-
July 18th, 2019, 22:09 #65
Intruder tested the problems he was having and they are gone. I asked him what they were exactly, but they are caused because you missed some of the AE code. In the image below, which is from the new code I posted in the char_weapon.zip file, the left pane contains the code fixes I made, the right pane contains your original code:
Last edited by Valerian Stormbreaker; July 18th, 2019 at 22:12.
-
July 18th, 2019, 22:11 #66
-
July 18th, 2019, 22:16 #67
Once Intruder gets back to me, I'll let you know what effects were broken so you can test 'em. When code is missing, things don't work. So, when I noticed that the char_weapon.lua file was being overridden, I knew that the AE code needed to be merged into the WH code. Intruder did mention what the problem was originally, but that was a few moons ago...
Last edited by Valerian Stormbreaker; July 18th, 2019 at 23:25.
-
July 19th, 2019, 18:09 #68
Hey Guys, This is the issue I was having....
I use Advanced Effects for placing Global and Item-Specific Effects, such as Racial and Archetype effects Globaly and any type of effect that is dependent on the Weapon/Item being used.
The Item dependent effects would work during testing when I, as DM, activated them, but in practice players could not get them to work, though Global effects did.
What I found was that disabling WH allowed item effects to function correctly. Valerians patch corrected the problem.
The other issue was Theogeeks most recent update prevented the IMMUNE and RESIST effects from working. After informing him of this, he re-posted a corrected version.
-
August 20th, 2019, 21:32 #69
Hi, apologies if this has already been answered, as I have not read the whole thread. Does this also allow you to have two weapons of the same type in the actions panel? two short swords for example?
-
August 20th, 2019, 21:47 #70
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks