Thread: Walk this Way for 5e
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January 28th, 2025, 13:27 #41
I'm glad it's working well for you. :-)
Thank you for letting me know about this. I don't have any monks in my group so I haven't personally tested this. From your description, it sounds like it is eventually processing the speed correctly but I need to add some code to give it a "jump start" so it will do it immeadiatley instead of changing a thing, relogging, closing, opening, etc etc. I'll test this and likely get an update out later this week.Last edited by Farratto; January 28th, 2025 at 13:35.
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January 28th, 2025, 23:33 #42
- Join Date
- Mar 2017
- Location
- Wakayama Japan
- Posts
- 34
Thanks again! After last week's session, I just figured it was some sort of display error that would be fixed when I reloaded the game this week. It was still there when I started the session for this week's game, so I looked at the modifiers and they were still shown in the cog wheel display, but weren't showing up under the speed on the top level of the character sheet. I then disabled the extension, checked again, and the display was correct. I then turned the extension back on, and as I stated, initially the speed was displayed at 30, but upon looking at the modifiers again, it updated. Just some additional info for you in hunting down the problem. Keep up the good work!
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February 1st, 2025, 19:33 #43
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February 4th, 2025, 08:31 #44
- Join Date
- Mar 2017
- Location
- Wakayama Japan
- Posts
- 34
Thanks for taking the time to fix this. It indeed does update the speed dynamically when you change it, however a new problem seems to have been introduced. Directly above the speed, the actual word speed is now missing. I disabled the extension, and the word speed returned. Not sure why it goes away with the extension, but the actual changing of the speed works exactly like it should. It's a minor thing at this point. Thanks again for your excellent extension and all your hard work. Keep up the good work!
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February 4th, 2025, 14:07 #45
Last edited by Farratto; February 4th, 2025 at 14:34.
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February 9th, 2025, 13:48 #46
There is a current conflict with MNM Character Sheet Tweaks where the movement speed window overlaps the passive perception window on the main tab of the character sheetScreenshot 2025-02-09 084659.jpg I posted in MNM discord server but no reply there yet. Busy guy
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February 10th, 2025, 02:01 #47
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March 12th, 2025, 06:45 #48
- Join Date
- Feb 2021
- Posts
- 150
I've noticed that there's a bug where, when a target's speed is set to a number, say 35 when you load into the game with the extension, and then you go and manually change the speed using the cog menu to input new data, it doesn't update to show the new correct base speed, in the speed field (not the marker added by the extension, but the default field for speed). Even if you reload the game.
I had a ranger whose speed was set to 35 prior to using the extension. After tinkering with effects for the extension, it was reading 35 base, but 40 modified (5 more than it should, after double-counting the boost). So, I went in and removed the prior adjustment to his base speed, to let the effect modify it instead. But after modifying it, it was still reading base 35, modified 40 (should have been 30, modified 35). Is this a known bug? Or am I doing something wrong?
I closed out of the game, removed WtW. Opened the game again without it. Closed out again, and then re-added the addon, and opened it again. Problem persists.
Clearly there's some kind of desynch happening between what is being displayed and what is under the hood. Or I'm being stupid and I've missed something.
Manually modifying the speed field in general seems not to work correctly at the moment.
image_2025-03-12_054905605.pngLast edited by Fingersome; March 12th, 2025 at 06:51.
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March 12th, 2025, 12:19 #49
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March 12th, 2025, 15:33 #50
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