Thread: 5E - Capital Gains
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December 30th, 2021, 00:37 #41
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I'm encountering an odd problem. I imagine you might not be able to address it on your end, but I wanted to mention it anyway. I started getting errors in-game when opening the actions tab for the first time, where several lines of errors would come up, all reading
script execution error: [string "scripts/manager_power_cg.lua:]:24: attempt to index local 'rAction' (a nil value)
It doesn't seem to stop anything from working, but it pops up that first time it's opened in a session, then never again until the next one. The curious thing about this is that after extensive testing, I've noticed in only happens when the three extensions "Kit'n'kaboodle", "Capital Gains" and "Mad Nomand's Character Effects Display" are on. No single one or combination of the two causes it. It has to be all three for the errors to happen. Since two of those are your extensions I figured I'd talk to you first. Is it possible to get a fix to this?
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December 31st, 2021, 18:20 #42
I will certainly take a look. Though given the error I suspect it to be a case where something has been overridden in another extension without calling the original code, which often results in conflicts. If I can identify a specific point to address I'll pass it along to Mad Nomad.
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December 31st, 2021, 19:31 #43
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January 1st, 2022, 21:52 #44
Just released v2.0.1 which fixes a conflict with BCE and addressed a couple of internal bugs.
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January 2nd, 2022, 02:20 #45
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I'm not sure if the error I mentioned before was what was meant to be fixed, but it's still there. BCE is also having a conflict with something that's making SAVEE effects not roll properly, but I haven't figured out what extension it's conflicting with.
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January 2nd, 2022, 12:05 #46
Patriarch
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Hmmm, I feel like I'm just not getting it, but how do you set this up for the Paladin's Lay On Hands? I've successfully set it up for Monk's Ki points and Artificer's Infusions but these seem much more simple as the cost is set rather than variable. Any pointers?
Cheers,
Simon
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January 2nd, 2022, 16:15 #47
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I have two games with different paladin characters. One is very simple, they just like to manage it themselves so we don't have a resource deduction action. The other is always using it in increments of 5 so they have just one heal5, deduct5 action. Any other increments can be handled manually.
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January 4th, 2022, 06:09 #48
Unfortunately, I have not been able to find any areas that I can address directly on my end. It does look like it will likely be a relatively straight-forward process on the Character Sheet Effects Display side of the code. Mostly just a few spots were missed to ensure that other extensions have an opportunity to run.
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January 4th, 2022, 06:20 #49
If you wanna get a bit advanced, and allow for very quick and precise spending, you can add the following as a persistent effect to the paladin: "RSRCHEALT: Lay on Hands". Then give them a Resource called "Lay on Hands" and a new Resource Action to Spend 0 "Lay on Hands". Now, with all of the setup complete, whenever they would like to use the ability, they can set the amount they would like to heal in the Modifier box in the bottom-left, select their target, and hit the Spend action previously set up (dragging and dropping of the spend action on to the target also works).
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January 4th, 2022, 22:38 #50
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