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  1. #1581
    I have done the basic fixes to hide the armour and equipment sections for animals and robots. I'm also extracting the skill modifier for Melee (natural) skills. I'm NOT coding for the exceptions for which there are many, such as Melee (bite) or Melee (Bite and stomp) as I don't have a complete list of these and the code will become combersome. In these cases, either change the skill to Melee (natural) OR manually edit the attack mod field on the combat tracker prior to combat.

    I've pushed a hotfix, please keep a lookout and let me know if the fixes are working as expected.
    Last edited by Toko Loshe; June 11th, 2026 at 16:08.

  2. #1582
    NickSmith's Avatar
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    Excellent, don't worry about the exceptions.

    When i make a new NPC, and switch the type from Nothing > Robot, i get this error in the console, and also if I then change it back to other Types.
    [ERROR] Handler error: [string "MGT2:campaign/scripts/npcs_main.lua"]:75: attempt to call field 'setArmourVisible' (a nil value)

    Initially the Armour and Protection fields aren't visible, although when I add a weapon, or lock the NPC and unlock it again, those fields appear.

    if i fill in Armour and Protection, eg Hide & 4, then I lock the NPC, close it, then open it & unlock it again, the fields seem to empty themselves.
    Also the + buttons for equipment seem to appear sometimes, when i do this.

    Best regards
    Nick Smith

  3. #1583
    Thanks for the feedback, I'll have a look but it seems to be the initial script I added to set the visibility is not working with new npcs. Existing should work fine.

    My initial fix did not take new records into account, I focussed on the existing npc records. I've moved the logic to show/hide the sections to the correct place and ensured the add buttons are not shown if the sections are not visible.
    Last edited by Toko Loshe; June 12th, 2026 at 12:53.

  4. #1584
    Central Supply Catalogue 2023 Update uses "Heavy Weapons (portable)" skill for heavy weapons like Machinegun instead of "Heavy Weapons (man portable)" from Core Rules.

  5. #1585
    Quote Originally Posted by moonracer20000 View Post
    Central Supply Catalogue 2023 Update uses "Heavy Weapons (portable)" skill for heavy weapons like Machinegun instead of "Heavy Weapons (man portable)" from Core Rules.
    That is how it is listed in the book (page 160) and so in the module.



    This kind of think is not atypical for Mongoose.
    Attached Images Attached Images

  6. #1586
    I ran into some ERRORs and an oddity when creating a new NPC and set the Type to Humanoid.

    Code:
    [6/13/2026 7:16:26 PM] [ERROR]  Handler error: [string "MGT2:campaign/scripts/npcs_main.lua"]:75: attempt to call field 'setArmourVisible' (a nil value)
    [6/13/2026 7:16:26 PM] [ERROR]  Handler error: [string "MGT2:campaign/scripts/npcs_main.lua"]:75: attempt to call field 'setArmourVisible' (a nil value)
    I tried all the other NPC types and get the same error for all of them. Regarding the error, I am no longer seeing the Armour field on the NPC record sheet.
    ===========

    I am also seeing an empty box between the stat and roll fields on the NPC record which you can see below:
    Attached Images Attached Images

  7. #1587
    Stargrove the middle box is for equipment modifiers. When I get back home I’ll check my mod to see if the error is my fault.

  8. #1588
    Quote Originally Posted by Conspiracy View Post
    Stargrove the middle box is for equipment modifiers. When I get back home I’ll check my mod to see if the error is my fault.
    Something else that I notice that when an NPC record is opened and it is at its default size I see this:


    Note how the fields overlap each other.
    Attached Images Attached Images

  9. #1589
    The UI layout is the best I could do while following the existing pattern, which unfortunately results in some overlap until it is resized. The error you are seeing should be resolved - please update Fantasy Grounds. I've tested with and without the UPP mod.

  10. #1590
    Following a suggestion from Conspiracy, I've increased the minimumn width of the npc control and its looking better. I'll push the update next week.

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