DICE PACKS BUNDLE
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Thread: 5e Reactions

  1. #101
    Quote Originally Posted by Stv View Post
    @MrDDT has it right I think. You may want to reach out to @kentmccullough. I'll try and add in a nil check in the next day or so to suppress the error meantime, but it's a bit of a cludge fix tbh.

    Cheers, STeve.
    I've done a fix, part of the fix is just sending an empty string in that field when it's nil due to mirror images needing to negate the original attack role. The other part is making sure mirror images load after reactions that way when I do negate the original attack roll, but still need to process it (images bypassed) reactions will properly pickup after.
    I'm always looking for ways to enhance the fantasy grounds experience, feel free to reach out to me with suggestions.
    For a list of all my extensions look here.

    The best way to contact me regarding any of my extensions is on Discord in the #kent-mccullough-stuff channel.

  2. #102
    Quote Originally Posted by kentmccullough View Post
    The other part is making sure mirror images load after reactions that way when I do negate the original attack roll, but still need to process it (images bypassed) reactions will properly pickup after.
    Many thanks! Just to understand: this allows a Shield (or other) reaction if the original character is hit (instead of a mirror image), correct? This is awesome!

  3. #103
    Quote Originally Posted by kentmccullough View Post
    I've done a fix, part of the fix is just sending an empty string in that field when it's nil due to mirror images needing to negate the original attack role. The other part is making sure mirror images load after reactions that way when I do negate the original attack roll, but still need to process it (images bypassed) reactions will properly pickup after.
    Nice job on the fix, thanks for your time.

    Cheers, Steve.

  4. #104
    Looks like something stop working. I used the (RCT) code and it is not checking the reaction.
    Attached Images Attached Images

  5. #105
    Quote Originally Posted by nephranka View Post
    Looks like something stop working. I used the (RCT) code and it is not checking the reaction.
    Yup, I think you're right. I'll try and get a look into it this week.

    Thanks for the heads up.

  6. #106
    Quote Originally Posted by Stv View Post
    Yup, I think you're right. I'll try and get a look into it this week.

    Thanks for the heads up.
    Thanks!

  7. #107
    Guess I missed something in an update, but it looks like the EffectManager.addEffect function is no longer being called when an effect is added to a player in the CT. I think I've found a different function to hook into that exposes the data I need.
    I will hopefully post a fix tomorrow.

    Cheers,
    Steve.

  8. #108
    Quote Originally Posted by Stv View Post
    Guess I missed something in an update, but it looks like the EffectManager.addEffect function is no longer being called when an effect is added to a player in the CT. I think I've found a different function to hook into that exposes the data I need.
    I will hopefully post a fix tomorrow.

    Cheers,
    Steve.
    Sweet

  9. #109
    @Nephranka,
    I just pushed a (hopefully) fixed build. Give it a try and let me know if it's still broken/broken something else :P

    Cheers,
    Steve.

  10. #110
    Happy to report it is working in both LIVE and TEST now. Thanks!

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