DMsGuild Classic
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  1. #31
    Quote Originally Posted by srmccarty View Post
    On a related note, I'm currently working to refactor the override code because it is really hard to debug things for integration at the moment with how it's setup.
    I am hopeful this effort will resolve the other conflicts we are seeing.

  2. #32
    So on a hunch; I wondered if the conflict with 5E - Automatic Save Advantage for things like Brave had to do with load order of the extensions.

    I took a campaign I have and only loaded the Save Advantage extension and the Requested Rolls extension. Set for PC manual rolls. Sent over a save and no popup. Went into the Request Roll ext and adjusted the loadorder field in the extension.xml file (it was set to 99 and I changed to 9999 as the Save Advantage ext is at 1000). Saved that and reloaded the campaign; sent over the same save and it worked. Then sent over a save vs. Frightened to the same character who has Brave listed on their character and it also worked (showing that the Save Advantage ext also was working).

    I do not know if changing your loadorder will affect anything else but this seems to be the underlying issue with the conflicts.

  3. #33
    Quote Originally Posted by Klandare View Post
    So on a hunch; I wondered if the conflict with 5E - Automatic Save Advantage for things like Brave had to do with load order of the extensions.

    I took a campaign I have and only loaded the Save Advantage extension and the Requested Rolls extension. Set for PC manual rolls. Sent over a save and no popup. Went into the Request Roll ext and adjusted the loadorder field in the extension.xml file (it was set to 99 and I changed to 9999 as the Save Advantage ext is at 1000). Saved that and reloaded the campaign; sent over the same save and it worked. Then sent over a save vs. Frightened to the same character who has Brave listed on their character and it also worked (showing that the Save Advantage ext also was working).

    I do not know if changing your loadorder will affect anything else but this seems to be the underlying issue with the conflicts.
    Brilliant! I tried this and it is working! Great work. Now I am not sure everything is fully operational but this is a start.

  4. #34
    Should probably request the other author to lower the load order as well, 1000 is awful high...
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  5. #35
    The ext in question are Kent's and he has been out of communication for a while.

  6. #36

    V1.0 Released via the Forge

    This extension has been moved to the Forge at https://forge.fantasygrounds.com/shop/items/273/view
    Please remove the old extension from your data folder when subscribing via the Forge. (This will install to data folder)
    V1.0 released simultaneously.

  7. #37
    Thanks for keeping this going! I noticed a small issue, not a bug, but more of a quality of life update if possible.

    I'm using the Combat Groups extension and Requested Rolls doesn't seem to take the NPCs from what's visible on the CT, it takes ALL the NPCs from the CT whether they're hidden via the Combat Groups or not. So I have a large list of NPCs in RR.

    I'm not sure if that's something RR or the Combat Groups extension would have to update.

  8. #38
    At a high level, RR should probably be using CombatManager.getCombatantNodes() and CG should probably be leveraging CombatManager.setCustomGetCombatantNodes() to play nicely with other extensions. Though I'll leave hashing out the details to the experts in this case
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  9. #39
    Quote Originally Posted by srmccarty View Post
    This extension has been moved to the Forge at https://forge.fantasygrounds.com/shop/items/273/view
    Please remove the old extension from your data folder when subscribing via the Forge. (This will install to data folder)
    V1.0 released simultaneously.
    This is great news!

    Were you going to adjust the loadorder value to prevent the conflicts with Kent's extensions since he has not been in communication for awhile? Currently, I am going in and editing it myself but can see that getting overwritten when you make and update and then me forgetting

  10. #40
    Quote Originally Posted by Klandare View Post
    This is great news!

    Were you going to adjust the loadorder value to prevent the conflicts with Kent's extensions since he has not been in communication for awhile? Currently, I am going in and editing it myself but can see that getting overwritten when you make and update and then me forgetting
    That would be nice as a short term fix while you are working on the refactoring.

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