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  1. #2211
    Hi all, I have come across an issue and can't figure out what is causing it.

    I have a dice string created for BT:ATOW - see attached zip file. Change the extension back to .lua and you should be able to read it.

    When I select this roll as a host it works fine as can be seen below:

    [07.05.2020 16:28:44] Runtime Notice: s'MoS: ' | #7
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Used: ' | s'M&G Service Auto Pistol'
    [07.05.2020 16:28:44] Runtime Notice: s'Attack' | databasenode = { charsheet.id-00001.clilist5 }
    [07.05.2020 16:28:44] Runtime Notice: s'defender: ' | s'charsheet.id-00002'
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Zeus Heavy Rifle'
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'M&G Service Auto Pistol'
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Factors = ' | #4 | #2 | #3
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Tranq Gun'
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Martial Arts'
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Combat Shotgun'
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Stun Stick'
    [07.05.2020 16:28:44] Runtime Notice: s'Def ARm Node: ' | s'charsheet.id-00002.torsob'
    [07.05.2020 16:28:44] Runtime Notice: s'Value: ' | #5
    [07.05.2020 16:28:44] Runtime Notice: s'ArmEffect: ' | #-2
    [07.05.2020 16:28:44] Runtime Notice: s'Weapon low: ' | #3
    [07.05.2020 16:28:44] Runtime Notice: s'Final Damage: ' | #3
    [07.05.2020 16:28:44] Runtime Notice: s'Dmg Value = ' | #3
    [07.05.2020 16:28:44] Runtime Notice: s'sendApplyDamage' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00002', s'sCTNode' = s'combattracker.list.id-00002', s'sName' = s'Eduard Gripley' } | nil
    [07.05.2020 16:28:44] Runtime Notice: s'Type&Node Name: ' | s'pc' | databasenode = { charsheet.id-00002 }
    [07.05.2020 16:28:44] Runtime Notice: s'Actor = ' | s'charsheet.id-00002' | s'string' | databasenode = { charsheet.id-00002 } | s'pc'
    [07.05.2020 16:28:44] Runtime Notice: s'varNode-Combat Manager: ' | s'databasenode' | databasenode = { charsheet.id-00002 }
    [07.05.2020 16:28:44] Runtime Notice: s'Node: ' | s'charsheet.id-00002'
    [07.05.2020 16:28:44] Runtime Notice: s'CT List: ' | { s'id-00002' = databasenode = { combattracker.list.id-00002 }, s'id-00001' = databasenode = { combattracker.list.id-00001 } }
    [07.05.2020 16:28:44] Runtime Notice: s'CT Node Match: ' | s'combattracker.list.id-00002'
    [07.05.2020 16:28:44] Runtime Notice: s'CT Node Match: ' | s'combattracker.list.id-00001'
    [07.05.2020 16:28:44] Runtime Notice: s'CT List: ' | { s'id-00002' = databasenode = { combattracker.list.id-00002 }, s'id-00001' = databasenode = { combattracker.list.id-00001 } }
    [07.05.2020 16:28:44] Runtime Notice: s'CT Record: ' | s'charsheet' | s'charsheet.id-00002'
    [07.05.2020 16:28:44] Runtime Notice: s'handleApplyDamage' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00002', s'sCTNode' = s'combattracker.list.id-00002', s'sName' = s'Eduard Gripley' } | s'3'
    [07.05.2020 16:28:44] Runtime Notice: s'myTargetWounds: ' | #5
    [07.05.2020 16:28:44] Runtime Notice: s'myTargetFatigue: ' | #2
    [07.05.2020 16:28:44] Runtime Notice: s'myTargetNewWounds: ' | #8
    [07.05.2020 16:28:44] Runtime Notice: s'myTarget: ' | s'combattracker.list.id-00002.wounds'
    [07.05.2020 16:28:44] Runtime Notice: s'myTargetFat: ' | s'combattracker.list.id-00002.four'


    You should be able to track the stages in the code from the various debug statements.

    When I roll the same dice string as a client I get an error:

    [07.05.2020 16:50:21] Runtime Notice: s'MoS: ' | #7
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Used: ' | s'M&G Service Auto Pistol'
    [07.05.2020 16:50:21] Runtime Notice: s'Attack' | databasenode = { charsheet.id-00001.clilist5 }
    [07.05.2020 16:50:21] Runtime Notice: s'defender: ' | s'charsheet.id-00002'
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Zeus Heavy Rifle'
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'M&G Service Auto Pistol'
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Factors = ' | #4 | #2 | #3
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Tranq Gun'
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Martial Arts'
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Combat Shotgun'
    [07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Stun Stick'
    [07.05.2020 16:50:21] Runtime Notice: s'Def ARm Node: ' | s'charsheet.id-00002.torsob'
    [07.05.2020 16:50:21] Runtime Notice: s'Value: ' | nil
    [07.05.2020 16:50:21] Script Error: [string "scripts/manager_custom_atowdmg.lua"]:337: attempt to perform arithmetic on local 'nDefendArmValue' (a nil value)


    As far as I can see the node being pointed to is the same but the value being read is coming back as 'nil', indicating it is empty. Nothing has changed in the database and the value should be 5.

    What is causing this error?
    Attached Files Attached Files

  2. #2212
    I've put together an Old School Essentials extension but haven't been able to bundle it into a single package. I have an extension (based on Damned's video tutorials), a mod with some tables and class info, and an XML file of the character sheet taken from an import. I've got official logo's from Gavin Norman who's happy for me to put this out there.

    As it's a extension, a mod and a character sheet, where's the best place to put it? A single zip file on the extensions thread, or separate it out and put the character sheet on that thread?

  3. #2213
    Is there a way to change the grid to meters or yards, or is it always stuck in Feet (5' squares/hexes)?

  4. #2214
    Valyar's Avatar
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    Quote Originally Posted by Elihu View Post
    Is there a way to change the grid to meters or yards, or is it always stuck in Feet (5' squares/hexes)?
    This extension can help you
    https://www.fantasygrounds.com/forum...sion-(CoreRPG)
    The past is a rudder to guide us, not an anchor to hold us back.

  5. #2215
    Quote Originally Posted by Valyar View Post
    That is made for CoreRPG not Morecore.

  6. #2216
    wndrngdru's Avatar
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    Quote Originally Posted by Elihu View Post
    That is made for CoreRPG not Morecore.
    MoreCore is a CoreRPG ruleset.
    --
    I'm so bassic

  7. #2217
    damned's Avatar
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    Quote Originally Posted by Brotherkelly View Post
    Hi all, I have come across an issue and can't figure out what is causing it.

    I have a dice string created for BT:ATOW - see attached zip file. Change the extension back to .lua and you should be able to read it.

    ...

    As far as I can see the node being pointed to is the same but the value being read is coming back as 'nil', indicating it is empty. Nothing has changed in the database and the value should be 5.

    What is causing this error?
    Ill have a look tonight.

  8. #2218
    damned's Avatar
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    Quote Originally Posted by Old Scouser Roleplaying View Post
    I've put together an Old School Essentials extension but haven't been able to bundle it into a single package. I have an extension (based on Damned's video tutorials), a mod with some tables and class info, and an XML file of the character sheet taken from an import. I've got official logo's from Gavin Norman who's happy for me to put this out there.

    As it's a extension, a mod and a character sheet, where's the best place to put it? A single zip file on the extensions thread, or separate it out and put the character sheet on that thread?
    Awesome stuff Old Scouser Roleplaying

    I reccomend you start a new thread and write it up.
    Add the 3 files separately.
    You can also export the PC sample in the module and it will show in pre-gens.

  9. #2219

  10. #2220
    Quote Originally Posted by wndrngdru View Post
    MoreCore is a CoreRPG ruleset.
    It isn’t working, it does not show up in the start menu

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