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  1. #151
    Quote Originally Posted by metaldm007 View Post
    Just wanted to add as well that it also appears that the Advanced Spell Damage extension breaks the adjustable initiative bonus for NPCs as part of the latest update; you can change the number in the NPC sheet just fine, but the combat tracker defaults to just their Dexterity modifier. Not sure why, but it does.
    Thanks, I'll try and take a look.

    ( But please add this to the forum for advanced spell damage.. )

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  2. #152
    Quote Originally Posted by bratch9 View Post
    Thanks, I'll try and take a look.

    ( But please add this to the forum for advanced spell damage.. )

    -pete
    Apologies, reposting there for posterity.

  3. #153
    Quote Originally Posted by metaldm007 View Post
    Seems it causes an error message that I assume is due to a conflict with the format change.
    Quote Originally Posted by bratch9 View Post
    I'll try and take a look over the weekend.
    There was an update in the code of the 5e ruleset (most likely others too, I only checked 5e) at campaign\scripts\char_weapon.lua for the onDataChanged() function, which is copied in here: 5E_B9_AdvancedWeaponDamage.ext\5E\campaign\scripts \char_weapon.lua as onDataChanged_awd()

    I simply copied the new code and replaced the old one. This is just a "quick hack" as e.g. the power button is still permanently visible, but it removed the error and you can use the weapons from the action tab again.

    Code:
    	onLinkChanged();
    	onAttackChanged();
    	onDamageChanged();
    	
    --	local bRanged = (type.getValue() ~= 0);
    --	label_ammo.setVisible(bRanged);
    --	maxammo.setVisible(bRanged);
    --	ammocounter.setVisible(bRanged);
    
    	local node = getDatabaseNode();
    	local sPath = getDatabasePath();
    	
    	local bRanged = ((DB.getValue(node, "type", 0) ~= 0) and ((DB.getValue(node, "maxammo", 0) ~= 0) or (not WindowManager.getWindowReadOnlyState(self))));
    	if bRanged then
    		sub_ranged.setValue("char_weapon_ranged", sPath);
    	else
    		sub_ranged.setValue("", "");
    	end
    
    	local bShowMastery = ((DB.getValue(node, "masteryknown", 0) == 1) and (DB.getValue(node, "mastery", "") ~= ""));
    	if bShowMastery then
    		sub_mastery.setValue("char_weapon_mastery", sPath);
    	else
    		sub_mastery.setValue("", "");
    	end
    end

  4. #154
    Quote Originally Posted by Arnagus View Post
    There was an update in the code of the 5e ruleset (most likely others too, I only checked 5e) at campaign\scripts\char_weapon.lua for the onDataChanged() function, which is copied in here: 5E_B9_AdvancedWeaponDamage.ext\5E\campaign\scripts \char_weapon.lua as onDataChanged_awd()

    I simply copied the new code and replaced the old one. This is just a "quick hack" as e.g. the power button is still permanently visible, but it removed the error and you can use the weapons from the action tab again.

    Code:
    	onLinkChanged();
    	onAttackChanged();
    	onDamageChanged();
    	
    --	local bRanged = (type.getValue() ~= 0);
    --	label_ammo.setVisible(bRanged);
    --	maxammo.setVisible(bRanged);
    --	ammocounter.setVisible(bRanged);
    
    	local node = getDatabaseNode();
    	local sPath = getDatabasePath();
    	
    	local bRanged = ((DB.getValue(node, "type", 0) ~= 0) and ((DB.getValue(node, "maxammo", 0) ~= 0) or (not WindowManager.getWindowReadOnlyState(self))));
    	if bRanged then
    		sub_ranged.setValue("char_weapon_ranged", sPath);
    	else
    		sub_ranged.setValue("", "");
    	end
    
    	local bShowMastery = ((DB.getValue(node, "masteryknown", 0) == 1) and (DB.getValue(node, "mastery", "") ~= ""));
    	if bShowMastery then
    		sub_mastery.setValue("char_weapon_mastery", sPath);
    	else
    		sub_mastery.setValue("", "");
    	end
    end
    Thanks, I've been looking at the ruleset changes and a lot of stuff has changed over time. ( And moved around in the ruleset. ) I've seen a number of issues and started fixing.. But to be fair it basically need the re-write I've been hinting at needed for this and Advanced spell damage. I just dont have much time to focus on doing the work. Every time I get a few hours, it take me time to re-sync the ruleset and re-check what they have changed. I just dont think the rulesets are suitably stable at the moment. They are changing a lot slower than a couple months ago which is good. But I just dont have time to keep up with multiple updates each week and checking and fixing. I will try and do as best I can, but I just dont get time to focus.

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  5. #155
    Figured I'd try this quick hack my self and unfortunately I am still getting the console to pop up with an error message whenever I go to the actions tab. Is my code correct? I've attached images for both.

    Error

    My Code

    I am now realizing that after editing the extension folder and saving it back as an extension it is no longer in the extension list. Is there a special process to saving the modified folder?

    (Hopefully) FINAL EDIT: Nevermind, figured it out, had to edit it in 7zip while it was an EXT file. So far so good.
    Last edited by metaldm007; March 4th, 2025 at 01:07. Reason: added images and further context

  6. #156
    In case there is any slim chance of an update:
    With the latest FGU update, this extension broke: the problem is not imminent, but arises during combat (and honestly: with several extensions, especially from EE, AE, BCEG, etc loaded) with no error but also no damage rolled after a hit (same issue with Advanced Spell Damage). Disabling the two B9 extensions (only), damage is applied again normally. This is why I believe these two extensions stopped working or have now a compatibility issue with one of the fixed others.

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