5E Character Create Playlist
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  1. #21
    Random find: had a creature with a breath weapon (with the recharge effect) in the CT. If the breath weapon was available, while using the down-arrow to move through CT entries, all was well. But if the ability was used, needing a recharge roll when INIT arrived on its CT entry, it would throw an error (not there when extension was disabled).

    Script execution error: [string "scriptsmanager_effect_untrue.lua"]: 78: attempt to call global 'applyRecharge' (a nil value)
    Last edited by BronzeDodger; August 17th, 2022 at 09:00. Reason: typos

  2. #22
    Sorry, focus has been away from forum for a while as I've been prepping for running a new system.

    Quote Originally Posted by BronzeDodger View Post
    Random find: had a creature with a breath weapon (with the recharge effect) in the CT. If the breath weapon was available, while using the down-arrow to move through CT entries, all was well. But if the ability was used, needing a recharge roll when INIT arrived on its CT entry, it would throw an error (not there when extension was disabled).

    Script execution error: [string "scriptsmanager_effect_untrue.lua"]: 78: attempt to call global 'applyRecharge' (a nil value)
    I am still unable to reproduce this issue with recharging, are there any other extensions that you are running that may be causing a conflict; and are you using the most up-to-date version of the extension?

  3. #23
    The following changes have been made in version 0.3:
    • improved compatability with Advanced Effects

    Thank you to those in the Fantasy Grounds Unoffical Developer's Guild.

  4. #24

    Join Date
    Apr 2020
    Location
    Australia
    Posts
    46
    The apply recharge error is an interaction between Untrue effects and ongoing save effects by Kent McCullough https://www.fantasygrounds.com/forum...g-Save-Effects

    I was able to reproduce by having only these two extension active. Only happens if both are active not just one

    Script execution error: [string "..rue_effects_berwind:..r_effect_untrue.lua"]:84: attempt to call global 'applyRecharge' (a nil value)

  5. #25
    Quote Originally Posted by 0m0n View Post
    The apply recharge error is an interaction between Untrue effects and ongoing save effects by Kent McCullough https://www.fantasygrounds.com/forum...g-Save-Effects

    I was able to reproduce by having only these two extension active. Only happens if both are active not just one

    Script execution error: [string "..rue_effects_berwind:..r_effect_untrue.lua"]:84: attempt to call global 'applyRecharge' (a nil value)
    I'm sorry to say, this is something that I will likely not touch in a timely manner.
    I do not have access to that extension as I use an alternative extension called Better Combat Effects. I would be more willing to make a patch if they did not charge for their extension as it would require me to salvage some of their code, I'm not comfortable borrowing from a paid extensions code. The only thing left for me to do is try to gain more experience in creating extensions to make my script more my own and less volatile.

    TL;DR: I need to do a complete rewrite and I'm very inexperienced.

    Update: I believe I have fixed compatability issues, however I still do not have access to extensions reported to be conflicts. I also have not played 5E in some time. Please continue to provide feedback!
    Last edited by Berwind; September 25th, 2024 at 21:01.

  6. #26
    As a result of the 2024 update, the updated version of this extension no longer functions.

    I have reverted to an older working version until I can update the extension.
    This older version appears to work with both 2014 and 2024 versions of the game, though may not work with some extensions.

  7. #27
    I just did some testing, it seems that IFTN is not working right now. I tested with the simple case IFTN:Wounded; DISATK; and it doesn't matter who's wounded at all, they always roll with disadvantage.
    It seems like IFN is working exactly as intended, though. IFN:Wounded; DISATK; is giving disadvantage when the creature is healthy, but rolling fine while wounded.

    This is true for an empty campaign with no extensions.


    I also want to say, thank you for this extension! It's really nice to be able to filter against things like this, my main use is something akin to Compelled Duel where the target has disadvantage against anything other than one enemy.

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