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April 10th, 2020, 10:56 #1
SWADE is incompatible with AudioOverseer (or the contrary)
Does the SW ruleset make some manipulation with the chat of CoreRPG?
I've came to an error with AudioOverseer + SWADE here, where an effect of the kind Trait +1 does not work. In other rulesets based on CoreRPG as ad&d these kind of effect work.
https://www.fantasygrounds.com/forum...l=1#post493119
Edit: AudioOverseer breaks completely SWADE automations, it does not work drag&drop attacks on enemy, nor targeting
Edit 2: Seems that this issue has been solved thanks to celestian that fix some code in AO and ikael that modified SW ruleset in order to use the CoreRPG Dice Tower (SW 5.2.3 from Test channel). Thank you, guys. I will check more deeply in my next SW session.Last edited by lozanoje; May 1st, 2020 at 22:07.
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April 11th, 2020, 18:18 #2
Update: tested in SW Deluxe, same problem. And in Unity, SWADE/DLX both are incompatible with AudioOverseer.
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April 11th, 2020, 19:08 #3---
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.
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April 11th, 2020, 19:14 #4
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April 11th, 2020, 19:17 #5---
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.
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April 11th, 2020, 19:22 #6
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April 11th, 2020, 19:27 #7
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April 11th, 2020, 19:30 #8
But look, celestian, in another extension damned uses a *separate* extension for SavageWorlds, different from the generic CoreRPG one. Maybe is it related with the issue we are talking about? I will ask him.
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April 11th, 2020, 19:53 #9
What I see different from the CoreRPG and SW versions of "HeroPoints" extension is the way it deals with the console:
CoreRPG:
<script>
function onDoubleClick(x, y)
if getValue() > 0 then
local rActor = ActorManager.getActor("pc", window.getDatabaseNode());
Debug.console("rActor: ", rActor);
local nodeWin = window.getDatabaseNode();
Debug.console("nodeWin: ", nodeWin);
local sHeroType = nodeWin.getChild("pc_hero_points").getValue();
Debug.console("sHeroType: ");
Debug.console(sHeroType);
local msg = {font = "msgfont", icon = "heropoints"};
msg.text = rActor.sName .. " is using a " .. sHeroType;
Comm.deliverChatMessage(msg);
setValue(getValue()-1);
end
return true;
end
</script>
<script>
function onDoubleClick(x, y)
if getValue() > 0 then
local rActor = ActorManager.getActor("pc", window.getDatabaseNode());
Debug.console("rActor: ");
Debug.console(rActor);
local nodeWin = window.getDatabaseNode();
Debug.console("nodeWin: ");
Debug.console(nodeWin);
local sHeroType = nodeWin.getChild("pc_hero_points").getValue();
Debug.console("sHeroType: ");
Debug.console(sHeroType);
local msg = {font = "msgfont", icon = "heropoints"};
msg.text = rActor.sName .. " is using a " .. sHeroType;
Comm.deliverChatMessage(msg);
setValue(getValue()-1);
end
return true;
end
</script>
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April 11th, 2020, 20:37 #10
Not sure that's related. I override the CoreRPG xml for the defaultchat window so I can capture the onReceivedMessages and check to see if sounds should be triggered. If SWADE does the same one of us will not work as far as I know you cannot have 2 overrides based on previous conversations I've had with JPG.
---
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.
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