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December 10th, 2020, 02:36 #1
[BUG] REGEN, FHEAL etc. are causing effect removal error when used with fixed mod
Hi
I found the following problem: When someone has the stable effect and some regeneration effect (here: FHEAL: 1), then the following error occurs at the beginning of the turn when the actor goes from -1 to 0 HP:
Code:Script Error: [string "scripts/manager_effect.lua"]:185: attempt to index local 'nodeEffect' (a userdata value)
It looks like that a fixed number effect is "too quick" such that the node of the stable effect cannot be found for its removal (the chat message uses then the GM icon instead of the PC icon for example etc.; hence, my assumption, but I may be wrong)
Best,
Kelrugem
PS: Superteddy is already aware of a similar problem, but for completeness: When one uses the next round button while the actor has a heal effect and is not stabilized, then both can happen: A heal and a damage because of a failed stabilization rollThat is probably due to that the next round button triggers everything while the next actor button probably does not reproduce that (heal stuff is at the beginning of the turn, stabilization at the end)
EDIT: Without extensions of courseLast edited by Kelrugem; December 10th, 2020 at 04:56.
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December 10th, 2020, 04:22 #2
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December 10th, 2020, 04:29 #3
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December 10th, 2020, 04:56 #4
Oki, some more information: It seems to be easier to reproduce with next actor than next round button; but I am not sure yet why I cannot always reproduce it. It seems to be also easier to reproduce at the beginning of the session (and "Turn: Stop at round start" is off, I am not sure why but my intuition tells me that this might be influencing it, too? Not sure, but my actor is at the beginning, and once I change that setting it was difficult to reproduce again)
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December 10th, 2020, 05:05 #5
Now I tested again, and for a looong time I was not able to reproduce it, then suddenly I was able to reproduce it again. I have sadly no idea about a full list of steps of reproducing it :/ Now also checked in a new campaign, and it sometimes happen, sometimes not. A very strange bug
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December 10th, 2020, 13:04 #6
My next session is due tomorrow evening and (as experience dictates) there's no better way to display a bug than playing :P
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