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  1. #1161
    Kelrugem's Avatar
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    New versions for StrainInjury:

    There were aesthetic incompatibilities once advanced character sheet was loaded and at least one of the following: Live HP, Malady Tracker, and Drain/Perm Bonusses. Now that is hopefully fixed, that was quite a mess and I spent all my past hours delving into that issue

    Furthermore, I also found some incompatibilities between those extensions, even if mine was not loaded; I submitted the fix to Zarestia (but you get that fix already by loading StrainInjury)

    There is also a little incompatibility with Extra Actions and Advanced Character Sheets; I submitted the fix to dllwell

    Quote Originally Posted by Rhydion View Post
    Yes, all of the improvements at once yessssss >

    With the overflow all I need to do is stick any code that says, "IF: Bloodied;", on something on the combat tracker - However, I am using a lot of effect extensions etc so that may well be the case. If you want I can make an extension list if your that worried about it but it isn't a big deal to avoid using bloodied in PF1 :P
    So, I hope your problem is fixed About the stack overflow issue: I suspect that it is Ryan's extension! He fixed the incompatibility with extended automation, but he may not be aware of StrainInjury I will let him know

  2. #1162
    Quote Originally Posted by Kelrugem View Post
    New versions for StrainInjury:

    There were aesthetic incompatibilities once advanced character sheet was loaded and at least one of the following: Live HP, Malady Tracker, and Drain/Perm Bonusses. Now that is hopefully fixed, that was quite a mess and I spent all my past hours delving into that issue

    Furthermore, I also found some incompatibilities between those extensions, even if mine was not loaded; I submitted the fix to Zarestia (but you get that fix already by loading StrainInjury)

    There is also a little incompatibility with Extra Actions and Advanced Character Sheets; I submitted the fix to dllwell



    So, I hope your problem is fixed About the stack overflow issue: I suspect that it is Ryan's extension! He fixed the incompatibility with extended automation, but he may not be aware of StrainInjury I will let him know
    Hello!
    First of all, amazing! Sorry I ended up giving you so much extra work

    I did note that everything seems to be working correctly. Tiny insignificant "bug" I found, is that while the sheet is locked the editable text boxes on the main page under HP etc (Resistances etc) seem to be editable, but Damage Reduction can't be edited unless the sheet is unlocked. Its stupid, I don't care about it, but its there. Don't know which was you prefer or if its even important to you.

    Otherwise, its amazing, we just finished session and everyone logged back on to check it out. Happy DM and players :P <3

  3. #1163
    Kelrugem's Avatar
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    Quote Originally Posted by Rhydion View Post
    Hello!
    First of all, amazing! Sorry I ended up giving you so much extra work

    I did note that everything seems to be working correctly. Tiny insignificant "bug" I found, is that while the sheet is locked the editable text boxes on the main page under HP etc (Resistances etc) seem to be editable, but Damage Reduction can't be edited unless the sheet is unlocked. Its stupid, I don't care about it, but its there. Don't know which was you prefer or if its even important to you.

    Otherwise, its amazing, we just finished session and everyone logged back on to check it out. Happy DM and players :P <3
    You're welcome Happy to hear that

    Oh, indeed, any extension adding new things to the character sheet now also needs to declare which fields are "lockable" I submitted a new version for StrainInjury, however, this is due to advanced char sheet adding these new lines, so I also submitted a fix to Zarestia; so, you have to wait until Zarestia added that code, then they should be locked

    Similar problem with other extensions: Extra actions also adds new fields almost at the top of the sheet, and even if the sheet is locked I can still adjust these fields with "ctrl+wheel", while the original fields on the sheet cannot be edited like that So, let us know everytime you see something like that (though "fixing" extra actions in that regard might not be worth the hassle; we can declare that as "feature" )

  4. #1164
    Hi Kel,

    Don't know if you have seen this - https://www.fantasygrounds.com/forum...ability/page12

    I couldn't replicate the AC issues reported but can confirm the weapon issues. It seems the issue only happens on reload if the weapon has recorded damage. Removing the recorded damage before restarting the session will prevent the mishap. Temporary fix for people would be to track the damage and not input the damage into the intended box.

  5. #1165
    Kelrugem's Avatar
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    Quote Originally Posted by Rhydion View Post
    Hi Kel,

    Don't know if you have seen this - https://www.fantasygrounds.com/forum...ability/page12

    I couldn't replicate the AC issues reported but can confirm the weapon issues. It seems the issue only happens on reload if the weapon has recorded damage. Removing the recorded damage before restarting the session will prevent the mishap. Temporary fix for people would be to track the damage and not input the damage into the intended box.
    Thanks for the report

    Indeed, I am aware of that, I have put it on my "wishlist" of things I look into fixing But I always need a little bit time to understand Bmos's code, so no guarantee of a quick fix

  6. #1166
    Hello,

    It seems the TDMG function no longer works. I have tested this out with just the extended overlays mod installed. I have it set as TDMG: 1d6+15, cold,melee - So did not test on range, but I know it was working before the last update or so.

    Thanks,
    Elaith

    Ok, was able to test a little more, TDMG: 1d6 works, but you add in the melee/range variable and it no longer works.
    Last edited by Elaith; March 27th, 2025 at 03:23.

  7. #1167
    Kelrugem's Avatar
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    Quote Originally Posted by Elaith View Post
    Hello,

    It seems the TDMG function no longer works. I have tested this out with just the extended overlays mod installed. I have it set as TDMG: 1d6+15, cold,melee - So did not test on range, but I know it was working before the last update or so.

    Thanks,
    Elaith

    Ok, was able to test a little more, TDMG: 1d6 works, but you add in the melee/range variable and it no longer works.
    Thanks for the report! Indeed, I was changing some code regarding that. I thought I was simplifying some code and I remember that I wondered some days ago why I didn't do that already a longer time ago; you may just have found out why my original code was more complicated (and now I start to remember why I wrote it as it was; well, I should not change a running system! )

    That is, it should be easy to fix; but my wife has birthday soon, so there might be a little delay until I revert my change Thanks again

  8. #1168
    Appreciate it, thank you. Understand the busy life, no rush, I can work around it if needed.

  9. #1169
    Kelrugem's Avatar
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    Pushed a new update for the extended automation extensions Fixing the problem with TDMG reported by Elaith above

  10. #1170
    Quote Originally Posted by Kelrugem View Post
    Pushed a new update for the extended automation extensions Fixing the problem with TDMG reported by Elaith above
    Thanks alot.

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