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January 2nd, 2025, 19:55 #31
It should be calculating all aggro effects. Can you share a print of your AGGRO effects?
Are you using more than one 'AGGRO: value' in the same effect? Each instance of AGGRO must be in a different effect, so:
this would work because it's two different instances of AGGRO in different effects.
This would only return the first instance of AGGRO in the same effect.
(Nevermind the Allosaurus attacking itself on screenshots...i'm testing a new feature :P)"A saint does what is right. A leader does what is necessary."
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January 3rd, 2025, 03:54 #32
- Join Date
- Mar 2017
- Posts
- 45
Very cool extension! Excited to see what all it can do.
Weirdly enough, I seem to be unable to get it to flag damage, critical hit, or miss threat. Everything else seems to be working fine.
I did have a lot of other extensions active, but I'm not sure which one might be causing the discrepancy.
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January 3rd, 2025, 04:05 #33
- Join Date
- Mar 2017
- Posts
- 45
Upon further testing, I turned off all of the other extensions and it still wasn't applying the threat from damage. I didn't tweak any of the default settings, so I'm not sure if something went wrong with a recent update or what.
Either way, looking forward to seeing where this extension grow!
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January 3rd, 2025, 04:17 #34
Please check if you are adding the character to the Combat tracker first and only then dragging them to the map. When you drag a token directly from the sheet to the map, things may seem ok (it even creates the CT entry for that char), but some features won't work properly. The behavior your describe fits exactly the behavior of a token dragged from outside the Combat Tracker. Can you confirm if the problem persists if you delete the token from map and CT and put it back on, but from the combat tracker?
"A saint does what is right. A leader does what is necessary."
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January 3rd, 2025, 09:50 #35
That would work as well but in both cases, I need to have a summoned version of the NPC which applies the effect, either as trait (EE) or as „per creature“ effect (AE).
This reminds me to review all PC actions/traits for „perceived threat“ (what would a hostile observer consider threatening) and to add an AGGROlike others are already exploring in this thread.
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January 3rd, 2025, 16:33 #36
- Join Date
- Feb 2021
- Posts
- 152
[ERROR] Script execution error: [string "Aggro:scripts/manager_aggro.lua"]:367: attempt to concatenate local 'nMaxRange' (a nil value)
I added them to the initiative first, before adding them to the map, to avoid errors as you suggest, but still doesn't seem to want to generate aggro for them.
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January 3rd, 2025, 16:50 #37
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January 3rd, 2025, 19:12 #38
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January 3rd, 2025, 19:54 #39
Wait, did you update the extension already? Because come to think, nMax range error was already fixed in 1.1.1
The bug that still remains in 1.1.1 (and its fixed in the coming version 1.2.1) is that the formula to calculate effective and max range for melee actors was using bad parameters, so it is always calling the default number "30" to avoid a nil error."A saint does what is right. A leader does what is necessary."
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January 3rd, 2025, 20:35 #40
- Join Date
- Mar 2017
- Posts
- 45
I removed the PC from the combat tracker completely, then re-added them, and drug them from there to the map. I then put a new NPC on the combat tracker and pulled them to the map from there. For whatever reason, it still seems to be unable to track any of the damage aggro values, even if I dump a few hundred points of damage from the PC to the NPC.
Attached a couple images showing the chat log if it helps. Gilveradin Windrunner was the attacker, and Arackokra was the NPC.
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