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  1. #641
    Version Update: 4.14

    Fixed: Change State Remove on end of turn needed some tweaking

  2. #642
    Version Update 4.15

    Under the Hood: Performance improvement on change turn
    Fixed: More descriptive labels for ongoing damage and ongoing regen

  3. #643
    Getting the below error. Note, I have removed BCE from my extensions folder so it reloaded it.

    [5/4/2023 7:43:07 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..tion_core_dnd_bce.lua"]:8: attempt to index global 'PowerActionManagerCore' (a nil value)
    If you want it done
    I can do it
    If I can't do it
    I will get it done
    If I can't get it done
    You don't need it done

  4. #644
    Quote Originally Posted by Chivalrous1 View Post
    Getting the below error. Note, I have removed BCE from my extensions folder so it reloaded it.

    [5/4/2023 7:43:07 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..tion_core_dnd_bce.lua"]:8: attempt to index global 'PowerActionManagerCore' (a nil value)
    I can't reproduce the error. What ruleset are you running and does it happen in a clean campaign with no other extensions?

  5. #645
    Hi, i tried to write the "Protective link" effect from the Gem Stalker(Monster manual 5e) in this way : "Protective Link; DMGR: 3d6; DMGRT". The effect should be removed after the atk dmg (for the DMGRT tag) but instead is removed ONLY when the damage is greater than the dmg resistance. Editing the effect in the traker and selecting "One roll" in the list of effects works. Is this a bug or i'm missing something?
    Last edited by Henix; May 6th, 2023 at 20:47.

  6. #646
    Quote Originally Posted by Henix View Post
    Hi, i tried to write the "Protective link" effect from the Gem Stalker(Monster manual 5e) in this way : "Protective Link; DMGR: 3d6; DMGRT". The effect should be removed after the atk dmg (for the DMGRT tag) but instead is removed ONLY when the damage is greater than the dmg resistance. Editing the effect in the traker and selecting "One roll" in the list of effects works. Is this a bug or i'm missing something?
    If the damage reduction reduces that damage to 0, then DMGRT won't fire because the actor is not taking damage. Yes if you want it to remove regardless then set the apply cycler to ACTION

  7. #647
    Quote Originally Posted by rhagelstrom View Post
    I can't reproduce the error. What ruleset are you running and does it happen in a clean campaign with no other extensions?
    Here is the log:

    [5/6/2023 4:13:54 PM] FGU: v4.3.8 ULTIMATE (2023-04-27)
    [5/6/2023 4:13:54 PM] OS: Windows 10 (10.0.19045) 64bit
    [5/6/2023 4:13:54 PM] GRAPHICS: NVIDIA GeForce GTX 960 : 4053
    [5/6/2023 4:13:54 PM] UI SCALE: 0.9
    [5/6/2023 4:13:54 PM] USER:
    [5/6/2023 4:13:54 PM] Launcher scene starting.
    [5/6/2023 4:15:43 PM] Daily session backup created.
    [5/6/2023 4:15:43 PM] Starting cloud server mode.
    [5/6/2023 4:15:44 PM] Game server started.
    [5/6/2023 4:15:44 PM] Launcher scene exiting.
    [5/6/2023 4:15:44 PM] Match successfully created on lobby.
    [5/6/2023 4:15:44 PM] Tabletop scene starting.
    [5/6/2023 4:15:44 PM] CAMPAIGN: Into the Depths
    [5/6/2023 4:15:44 PM] RULESET: 5E
    [5/6/2023 4:15:44 PM] NETWORK STATUS: [Server] [Connected]
    [Server Type - CLOUD - PRIVATE]
    [5/6/2023 4:15:56 PM] MEASURE: RULESETS LOAD - 11.2270232 - 5E
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (power_action_editor_effect) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [campaign/record_power_roll.xml]
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (power_action_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [campaign/record_power_action.xml]
    [5/6/2023 4:15:56 PM] MEASURE: EXTENSIONS LOAD - 0.1668429 - 1
    [5/6/2023 4:16:16 PM] MEASURE: MODULE LIST BUILD - 20.5828507 - 83
    [5/6/2023 4:16:17 PM] MEASURE: REFRESH IMAGE ASSETS - 0.1140744
    [5/6/2023 4:16:17 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.1400763
    [5/6/2023 4:16:39 PM] MEASURE: REFRESH TOKEN ASSETS - 22.554989
    [5/6/2023 4:16:39 PM] MEASURE: ASSET LIST BUILD - 22.8111601
    [5/6/2023 4:16:42 PM] MEASURE: LOAD - PART 1 - 58.1313505
    [5/6/2023 4:16:44 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..tion_core_dnd_bce.lua"]:8: attempt to index global 'PowerActionManagerCore' (a nil value)
    If you want it done
    I can do it
    If I can't do it
    I will get it done
    If I can't get it done
    You don't need it done

  8. #648
    Quote Originally Posted by Chivalrous1 View Post
    Here is the log:

    [5/6/2023 4:13:54 PM] FGU: v4.3.8 ULTIMATE (2023-04-27)
    [5/6/2023 4:13:54 PM] OS: Windows 10 (10.0.19045) 64bit
    [5/6/2023 4:13:54 PM] GRAPHICS: NVIDIA GeForce GTX 960 : 4053
    [5/6/2023 4:13:54 PM] UI SCALE: 0.9
    [5/6/2023 4:13:54 PM] USER:
    [5/6/2023 4:13:54 PM] Launcher scene starting.
    [5/6/2023 4:15:43 PM] Daily session backup created.
    [5/6/2023 4:15:43 PM] Starting cloud server mode.
    [5/6/2023 4:15:44 PM] Game server started.
    [5/6/2023 4:15:44 PM] Launcher scene exiting.
    [5/6/2023 4:15:44 PM] Match successfully created on lobby.
    [5/6/2023 4:15:44 PM] Tabletop scene starting.
    [5/6/2023 4:15:44 PM] CAMPAIGN: Into the Depths
    [5/6/2023 4:15:44 PM] RULESET: 5E
    [5/6/2023 4:15:44 PM] NETWORK STATUS: [Server] [Connected]
    [Server Type - CLOUD - PRIVATE]
    [5/6/2023 4:15:56 PM] MEASURE: RULESETS LOAD - 11.2270232 - 5E
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (advanced_effect_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [utility/utility_effects_advanced.xml]
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (power_action_editor_effect) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [campaign/record_power_roll.xml]
    [5/6/2023 4:15:56 PM] [WARNING] windowclass: Window class (power_action_editor) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [campaign/record_power_action.xml]
    [5/6/2023 4:15:56 PM] MEASURE: EXTENSIONS LOAD - 0.1668429 - 1
    [5/6/2023 4:16:16 PM] MEASURE: MODULE LIST BUILD - 20.5828507 - 83
    [5/6/2023 4:16:17 PM] MEASURE: REFRESH IMAGE ASSETS - 0.1140744
    [5/6/2023 4:16:17 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.1400763
    [5/6/2023 4:16:39 PM] MEASURE: REFRESH TOKEN ASSETS - 22.554989
    [5/6/2023 4:16:39 PM] MEASURE: ASSET LIST BUILD - 22.8111601
    [5/6/2023 4:16:42 PM] MEASURE: LOAD - PART 1 - 58.1313505
    [5/6/2023 4:16:44 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..tion_core_dnd_bce.lua"]:8: attempt to index global 'PowerActionManagerCore' (a nil value)
    It kind of feels like you have an old copy of CoreRPG ruleset unzipped or your CoreRGP is corrupt/old. Try deleting it, doing an update and see if it fixes it.

  9. #649
    Quote Originally Posted by rhagelstrom View Post
    It kind of feels like you have an old copy of CoreRPG ruleset unzipped or your CoreRGP is corrupt/old. Try deleting it, doing an update and see if it fixes it.
    No longer receiving the error. Thanks
    If you want it done
    I can do it
    If I can't do it
    I will get it done
    If I can't get it done
    You don't need it done

  10. #650
    Version Update: 4.16
    Fixed: Change State encoded to CT when loaded from module via Equipped Effects or similar extension
    Fixed: Chance template name collision with Random Encounter Generator extension
    Changed: DMGR with an empty filter will assume all. all is no longer required for all

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