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MDarque
January 14th, 2023, 09:14
By the way, Bmos already fixed it, I think :) He may already have pushed the update :) Thanks to him, he was very fast :D

I can confirm that it is fixed now. Thank you Kelrugem and Bmos!

EndingPop
January 16th, 2023, 03:44
Apologies if this is the wrong place to ask this. Is there a way in FGU (I'm guessing using these extensions) to automate the feint check?

Kelrugem
January 16th, 2023, 04:11
Apologies if this is the wrong place to ask this. Is there a way in FGU (I'm guessing using these extensions) to automate the feint check?

No, currently no :) Just roll the involved checks manually :)

timberbeast
January 22nd, 2023, 20:10
I seem to be having a problem with the bonus types for effects. When I create an effect, such as

SKILL: 2 competence, heal

it's adding the +2 to every skill I roll, not just heal (or whatever skill I put in there). It doesn't seem to matter what bonus I use, the problem persists, In fact, if I use two bonus types of the same kind, they're stacking. This is also happens with effects like AC. If I have two identical effects such as,

AC: 2 dodge
AC: 2 dodge

the PC is getting a +4 effect bonus to AC. It's like bonus types aren't being taken into account at all?

This is the only extension I'm running.

Phixation
January 22nd, 2023, 21:34
This in dnd 3.5 or pathfinder 1e?

in pf1 dodge bonuses stacks. so that bonus would indeed stack with itself.

Did some testing and its ONLY heal that adds that to all skill accidently. but if you put in >>> SKILL: 2 competence, Heal <<< it stops.

Hope this helps!

timberbeast
January 22nd, 2023, 23:36
This in dnd 3.5 or pathfinder 1e?

in pf1 dodge bonuses stacks. so that bonus would indeed stack with itself.

Did some testing and its ONLY heal that adds that to all skill accidently. but if you put in >>> SKILL: 2 competence, Heal <<< it stops.

Hope this helps!

Sorry, should have mentioned, this is 3.5, so same type bonuses don't stack. I tried the effect with Heal instead of heal, and it doesn't work at all.

I took a couple screen shots. One shows the stacking issue, and the other shows the effect adding to all skill checks, not just the one added to the CT.

Phixation
January 22nd, 2023, 23:46
Just test 3.5 with just that extension. SKILL: 2 competence, Heal does work correctly while lower case heal does not.

Also page 136 on 3.5e Players handbooks states "Unlike most sorts of bonuses, dodge bonuses stack with each other." So the dodge stacking is indeed true.

Your screenshot has lower case h on heal. can we get one with an upper case H?

otherwise i can try to connect with you on discord and we can troubleshoot to bring this to light? or push to a higher power anyways?

Kelrugem
January 22nd, 2023, 23:49
Sorry, should have mentioned, this is 3.5, so same type bonuses don't stack. I tried the effect with Heal instead of heal, and it doesn't work at all.

I took a couple screen shots. One shows the stacking issue, and the other shows the effect adding to all skill checks, not just the one added to the CT.

About the Skill: I cannot reproduce this error. But I see in your screenshots that your version of the extension is very old. The extension date should show 10 January 2022 (yeah, there is a typo, I was writing 2022 instead of 2023 :D)

About AC: Dodge bonusses always stack, also in 3.5E :) So, this behaviour is expected :)

In order to solve the former problem, you should update the extension, maybe check whether you have an unzipped version of the extension in your directory :)

Phixation
January 22nd, 2023, 23:51
im getting the same error Kel. and i am up to date. lowercase heal gives +2 to everything. upper was working but retesting literally right now has shown its not working... running an update and trying again. let you know shortly

Kelrugem
January 22nd, 2023, 23:51
Just test 3.5 with just that extension. SKILL: 2 competence, Heal does work correctly while lower case heal does not.

Also page 136 on 3.5e Players handbooks states "Unlike most sorts of bonuses, dodge bonuses stack with each other." So the dodge stacking is indeed true.

Your screenshot has lower case h on heal. can we get one with an upper case H?

otherwise i can try to connect with you on discord and we can troubleshoot to bring this to light? or push to a higher power anyways?

For me it is the opposite: I have to use lowercase :D

Kelrugem
January 22nd, 2023, 23:56
About the Skill: I cannot reproduce this error. But I see in your screenshots that your version of the extension is very old. The extension date should show 10 January 2022 (yeah, there is a typo, I was writing 2022 instead of 2023 :D)

About AC: Dodge bonusses always stack, also in 3.5E :) So, this behaviour is expected :)

In order to solve the former problem, you should update the extension, maybe check whether you have an unzipped version of the extension in your directory :)

Oh, no, the date version is indeed correct, I accidentally checked the wrong date of another extension.

Oki, then I am confused now, I first did not test a heal skill bonus and therefore I was not able to reproduce. But if I test a heal skill bonus, then I can reproduce the error :)

Thanks for the report, I will try to solve this problem. Seemingly just a problem with heal, or can you similarly produce an error with other skill bonusses?

Kelrugem
January 22nd, 2023, 23:57
im getting the same error Kel. and i am up to date. lowercase heal gives +2 to everything. upper was working but retesting literally right now has shown its not working... running an update and trying again. let you know shortly

Thanks for helping, I can reproduce it now, too :)

Phixation
January 22nd, 2023, 23:57
55930

new campaign fresh update. doing the thing

i tried all other skills... just heal

i think its cause heal is also healing via spells... no idea why that one is weird


EDIT: also only in effect with your extension... turning it off makes it work correctly again. :D

Kelrugem
January 23rd, 2023, 00:10
@Phixation: Thanks :) Indeed, I see the error, but I am totally confused right now why this is happening, especially because I do not overwrite or adjust the SKILL effect in my extension :D

@timberbeast: So, seemingly only the heal skill bonus leads to this problem, everything else should hopefully still stack correctly :) As said by me and others, dodge bonusses always stack :) Thanks again for the report :) But I am not sure yet when I will be able to fix that (currently in holidays, but I try my best) :)

Kelrugem
January 23rd, 2023, 00:22
Oki, I have found the culprit: Some while ago I added the descriptor heal to the revert effect for reverting heals because some people correctly argued that using the damage type positive to revert heals lead to strange situations. Well, precisely this descriptor messes in the code now seemingly with the SKILL: X heal stuff :D

That should be easy to fix, I just have to change the descriptor (or I find some exotic solution solving this issue without changing the descriptor)

timberbeast
January 23rd, 2023, 03:16
@Phixation: Thanks :) Indeed, I see the error, but I am totally confused right now why this is happening, especially because I do not overwrite or adjust the SKILL effect in my extension :D

@timberbeast: So, seemingly only the heal skill bonus leads to this problem, everything else should hopefully still stack correctly :) As said by me and others, dodge bonusses always stack :) Thanks again for the report :) But I am not sure yet when I will be able to fix that (currently in holidays, but I try my best) :)

*smacks forehead* I knew that about dodge bonuses too - don't know where my brain was on that, lol. Thanks for looking into this so quickly - I didn't think about checking the other skills, but yes, they do work correctly.

Kelrugem
January 23rd, 2023, 05:41
*smacks forehead* I knew that about dodge bonuses too - don't know where my brain was on that, lol. Thanks for looking into this so quickly - I didn't think about checking the other skills, but yes, they do work correctly.

Hehe, no worries :D

I just fixed it:

Fixed: SKILL: [bliblablub] heal lead to a global skill bonus. This is now fixed and should work properly, however, in order to do so I had to adjust the REVERT effect; that is, if you want to revert heal rolls, then you have to write REVERT: revheal now. I am sorry for this inconvenience regarding REVERT (again) :) The parsing of undead effects is adjusted accordingly.

Thanks to timberbeast for making me aware of that, and to Phixation for confirming and helping https://www.fantasygrounds.com/forums/images/smilies/smile.png

Furthermore: The alternative icon extensions will now also be downloaded, when you subscribe to the non-alternative version. The forge page for the alternative icons is still there, but I would appreciate if you switch, so that I can take down the alternative forge page :) So, no worries, everything still there, it would just be easier for me to maintain two instead of four overlay package forge pages :D Thus, you will now download two extensions, and then just select the one with your desired overlays :)
I.e., subscribe to https://forge.fantasygrounds.com/shop/items/1/view instead of https://forge.fantasygrounds.com/shop/items/29/view
For StrainInjury: Subscribe to https://forge.fantasygrounds.com/shop/items/31/view instead of https://forge.fantasygrounds.com/shop/items/24/view

bmos
January 23rd, 2023, 14:06
Furthermore: The alternative icon extensions will now also be downloaded, when you subscribe to the non-alternative version. The forge page for the alternative icons is still there, but I would appreciate if you switch, so that I can take down the alternative forge page :) So, no worries, everything still there, it would just be easier for me to maintain two instead of four overlay package forge pages :D Thus, you will now download two extensions, and then just select the one with your desired overlays :)This is a great change. You could also ease your maintenance by just making the alt icons package a re-theme/icon pack although users would have to know to load both if they want the alt icons.

Kelrugem
January 23rd, 2023, 15:50
This is a great change. You could also ease your maintenance by just making the alt icons package a re-theme/icon pack although users would have to know to load both if they want the alt icons.

Ah, yeah, makes sense; but the maintenance is with Github gladly very easy so far :) The alternative version is a separate branch and I just have to merge my updates to that branch :)

Arimil508
February 5th, 2023, 22:29
I am getting errors when making attack rolls and damage rolls.
the errors seem to be related to advantage.
I do not have advantage in my games and do not recall a setting.
56069

Kelrugem
February 5th, 2023, 23:10
I am getting errors when making attack rolls and damage rolls.
the errors seem to be related to advantage.
I do not have advantage in my games and do not recall a setting.
56069

I cannot reproduce this error, thanks for the report though :)

Do you use the latest version of the extension from the forge? Which other extensions do you have loaded? Can you please test without any other extension? (I think I can see in your screenshot that you use other extensions, there is some extra button next to the attacks I do not recognize)

Arimil508
February 6th, 2023, 02:11
I Will test more

Arimil508
February 6th, 2023, 02:24
Okay so i found the conflict.
between this extension and that of Better Combat Effects.

Kelrugem
February 6th, 2023, 02:35
Okay so i found the conflict.
between this extension and that of Better Combat Effects.

Thanks for the investigation and the report :) I will try to contact the other author soon in order to resolve this issue :)

Arimil508
February 6th, 2023, 02:41
I also made a post there informing them as well

Kelrugem
February 6th, 2023, 04:25
I also made a post there informing them as well

thank you :)

Kelrugem
February 8th, 2023, 04:33
I also made a post there informing them as well

Ryan just pushed an update for Better Combat Effects :) It should hopefully now work again :)

celebrindal
February 11th, 2023, 05:40
I'm getting the dice roll error for all rolls when I have the effect builder loaded as well as the overlays. I'm also getting a general load error on the effect builder and have already posted on his as well.
https://www.fantasygrounds.com/forums/showthread.php?72159-Effect-Builder/page12

*edit* ok with just the overlay and better effects loaded i'm getting the dice error on all rolls. Confirmed, overlays by themselves good, better effects by itself good, both on, dice rolls puke.
56155

Better v4.1
automations Jan 23 4.2.2.2
**edit**
Ok looks like Better 4.3 is fixing the issue. Must have patched since yesterday ;-)

Kelrugem
February 11th, 2023, 07:13
I'm getting the dice roll error for all rolls when I have the effect builder loaded as well as the overlays. I'm also getting a general load error on the effect builder and have already posted on his as well.
https://www.fantasygrounds.com/forums/showthread.php?72159-Effect-Builder/page12

*edit* ok with just the overlay and better effects loaded i'm getting the dice error on all rolls. Confirmed, overlays by themselves good, better effects by itself good, both on, dice rolls puke.
56155

Better v4.1
automations Jan 23 4.2.2.2
**edit**
Ok looks like Better 4.3 is fixing the issue. Must have patched since yesterday ;-)

Hehe, yeah, Ryan did some nice updates :) He also suggested some code changes for my extension which I want to push soon, for even better compatibility with Better Combat Effects :)

Phixation
February 11th, 2023, 14:53
Btw your alternate icons overlay in the forge (which i was subscribed to) still has issues with better combat effects. the primary one does not.

Kelrugem
February 12th, 2023, 00:21
Btw your alternate icons overlay in the forge (which i was subscribed to) still has issues with better combat effects. the primary one does not.

aah, I see, I will let Ryan know, thank you :)

Kelrugem
February 16th, 2023, 02:14
The extensions should now all be compatible with BCE :)

By the way, there is soon a bigger FG patch which will likely be incompatible with my extensions :) Currently I have to focus a lot on preparing my campaign plus some private stuff; I am therefore not sure whether I will be able to update my extensions in time :)

celebrindal
February 16th, 2023, 03:05
The extensions should now all be compatible with BCE :)

By the way, there is soon a bigger FG patch which will likely be incompatible with my extensions :) Currently I have to focus a lot on preparing my campaign plus some private stuff; I am therefore not sure whether I will be able to update my extensions in time :)

If possible let us know which patch you are thinking and an eta. I might possibly hold off on patches until you are good. Let me know if there is anything I can help with as well.

Kelrugem
February 16th, 2023, 05:24
If possible let us know which patch you are thinking and an eta. I might possibly hold off on patches until you are good. Let me know if there is anything I can help with as well.

Thank you :)

If I am not mistaken, the mentioned FG patch may be a patch coming next week :)

I try to look at this patch this weekend, and maybe I am lucky and can update everything in time :)

celebrindal
February 16th, 2023, 20:28
Thank you :)

If I am not mistaken, the mentioned FG patch may be a patch coming next week :)

I try to look at this patch this weekend, and maybe I am lucky and can update everything in time :)

No worries, I've instructed my players to NOT patch until I authorize em ;-)

Asgurgolas
February 17th, 2023, 09:11
Same, I forbid updating before Kelrugem's extensions are working :p

celebrindal
February 17th, 2023, 20:35
I see i've got a patch request for today's session. Was this one impacting you Kel, or is it the next patch?

Zarestia
February 17th, 2023, 20:43
I see i've got a patch request for today's session. Was this one impacting you Kel, or is it the next patch?

Patch is probably hitting on Feb 21st. You'll see announcements in the forum and discord.

Kelrugem
February 19th, 2023, 11:31
I see i've got a patch request for today's session. Was this one impacting you Kel, or is it the next patch?

I have the same assumption as Zarestia, however, I just finished updating all my extensions :) So, once the FG update gets pushed I will also push my new extensions' versions :) (but due to timezone stuff you all may wait a bit, so, wait one/two days before updating)

So, no worries, my extensions should be all set for the next incoming FG patch :D

Asgurgolas
February 19th, 2023, 13:04
I have the same assumption as Zarestia, however, I just finished updating all my extensions :) So, once the FG update gets pushed I will also push my new extensions' versions :) (but due to timezone stuff you all may wait a bit, so, wait one/two days before updating)

So, no worries, my extensions should be all set for the next incoming FG patch :D

Tell your girlfriend she now has a rival again D:

(ahahahah)

Kelrugem
February 19th, 2023, 14:44
Tell your girlfriend she now has a rival again D:

(ahahahah)

Hehe :D

Kelrugem
February 19th, 2023, 14:55
The new versions are on the test server; if someone is on the test server and wants to test the updated extensions, then I would appreciate it :)

celebrindal
February 20th, 2023, 18:52
My game isn't running until the 27th now, as long as I'm good to go by then i'd be happy to test out. Do you have any examples of things that will break on the new patch so I can verify they are fixed for you?

Kelrugem
February 21st, 2023, 00:32
My game isn't running until the 27th now, as long as I'm good to go by then i'd be happy to test out. Do you have any examples of things that will break on the new patch so I can verify they are fixed for you?

Thanks for the offer :) Especially everything related to the actions tab, like the tag stuff, the replacing of the DC in individual spells by picking another ability than the one from the spellclass, and stuff like that :)

Kelrugem
February 23rd, 2023, 23:21
I pushed a new update of the extended automation versions and for the (dis)advantage extension for CoreRPG :) Mainly for compatibility with the new FGU patch :)

There are also several new features for the extended automation extensions which I do not have time yet to explain, I will do so this weekend :) (For example: Now blood drops on the map itself once damage is dealt! I also want to refine this new feature a bit before introducing officially, but its prototype is basically already there in the campaign settings to play around with.)

RobboNJ69
February 24th, 2023, 00:04
I pushed a new update of the extended automation versions and for the (dis)advantage extension for CoreRPG :)
You Sir, are a life saver! I accidentally updated this afternoon and I was afraid we were going to have to game with out your amazing extensions! Thank you for all your work!

Kelrugem
February 24th, 2023, 01:06
You Sir, are a life saver! I accidentally updated this afternoon and I was afraid we were going to have to game with out your amazing extensions! Thank you for all your work!

hehe, you are welcome :) I hope it works :)

Asgurgolas
February 24th, 2023, 10:33
Once it's all working, it'll be time to update <3

Arimil508
February 25th, 2023, 19:46
conflict error with Extended overlay and Advanced effects
when dragging damage onto a token from the chat it throws this error
56395

Kelrugem
February 26th, 2023, 04:52
conflict error with Extended overlay and Advanced effects
when dragging damage onto a token from the chat it throws this error
56395

Thanks for the report :) Bmos just updated advanced effects: https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder&p=679404#post679404

Can you test again? :)

Kelrugem
February 26th, 2023, 10:39
So I have finally uploaded a new version of the extended automation extension, there was still a compatibility issue which is now solved (the StrainInjury variant didn't apply the death markers).

There are also several new features:


Thanks to rhagelstrom: Better compatibility with his extensions :)
Thanks to Bmos: There is now a chat message notifying if the maximum numbers of attack of opportunity is reached or exceeded :)
Thanks to rogervinc: There is now a new tag for PC specific tag effects: The circumflex ^. If added at the very beginning (or right before or after a minus sign), then the rounding rule, if any, will be rounded up. For example [^-HCL] is the halving the CL, rounded up, then the negative sign is applied. (That is also: The sign change comes after the rounding)
New effect: noblood prevents wound overlays and blood trails (see below).
Further more: Blooooood trails! (*goes frenzy*)
There is an extra setting in the campaign options (in the category Extended Automation by Kel at the very bottom) for setting blood trails. This means that you will see blood drops on the map below a token which got damaged. This blood is set in the campaign settings -> Death markers. That is, the blood can be customized and set for specific NPC types, similarly to the native death markers.

In order to customize the blood trail: The corresponding death marker asset set's name has to start with Blood -, do not forget the hyphen. If the corresponding death marker does not start like that, the blood trail will use the default death marker defined at the very top of the death markers window; if this set's name does also not start with Blood -, then it will use the Blood - Red asset set as a standard set. Thus, in order to avoid problems, do no delete the red blood asset set.

The mentioned setting to turn this feature on also provides a blood filter. The percentage is the probability of a blood trail after damage is dealt. If you use the StrainInjury variant of this extension, then there is an extra setting for applying blood trails only after injury damage is dealt.

The blood scales with the damage output compared to the max HP, in relation to the token image size; it cannot be bigger than the token image size itself. It is also randomly placed under the damaged token, leading to some aesthetic variety avoiding a "grid-like" bloodied battle field

The blood can be "cleaned" by either erasing the death marker image layer or by clicking the Clear Death Marker button in the toolbar.

Arimil508
February 27th, 2023, 00:15
still getting the error.
Could you tell me what the version number of extended automation overlay is at now.
I will need to check with Bmos about what version his should be at.
it might be a forge thing not letting me download new stuff.

Kelrugem
February 27th, 2023, 03:16
still getting the error.
Could you tell me what the version number of extended automation overlay is at now.
I will need to check with Bmos about what version his should be at.
it might be a forge thing not letting me download new stuff.

Following Bmos's thread: There is still an error seemingly with advanced effects :) So, we might still need to wait; if my extension's chat message shows something like 23 February 2023, then you have the correct version :)

Kelrugem
February 27th, 2023, 03:18
Following Bmos's thread: There is still an error seemingly with advanced effects :) So, we might still need to wait; if my extension's chat message shows something like 23 February 2023, then you have the correct version :)

Ah, no, seems to be okay from Bmos's side, then I check my part, too :)

Asgurgolas
February 27th, 2023, 10:25
Kelrugem, should I take that as "your extension works for the new version of FGU, so I can go ahead and update free of worries?"

Kelrugem
February 27th, 2023, 10:29
Kelrugem, should I take that as "your extension works for the new version of FGU, so I can go ahead and update free of worries?"

It should be compatible now, yes, but there seems to be an issue with advanced effects now which I still need to resolve :) But with FGU it works now :)

Kelrugem
February 27th, 2023, 12:25
So I have finally uploaded a new version of the extended automation extension, there was still a compatibility issue which is now solved (the StrainInjury variant didn't apply the death markers).

There are also several new features:


Thanks to rhagelstrom: Better compatibility with his extensions :)
Thanks to Bmos: There is now a chat message notifying if the maximum numbers of attack of opportunity is reached or exceeded :)
Thanks to rogervinc: There is now a new tag for PC specific tag effects: The circumflex ^. If added at the very beginning (or right before or after a minus sign), then the rounding rule, if any, will be rounded up. For example [^-HCL] is the halving the CL, rounded up, then the negative sign is applied. (That is also: The sign change comes after the rounding)
New effect: noblood prevents wound overlays and blood trails (see below).
Further more: Blooooood trails! (*goes frenzy*)
There is an extra setting in the campaign options (in the category Extended Automation by Kel at the very bottom) for setting blood trails. This means that you will see blood drops on the map below a token which got damaged. This blood is set in the campaign settings -> Death markers. That is, the blood can be customized and set for specific NPC types, similarly to the native death markers.

In order to customize the blood trail: The corresponding death marker asset set's name has to start with Blood -, do not forget the hyphen. If the corresponding death marker does not start like that, the blood trail will use the default death marker defined at the very top of the death markers window; if this set's name does also not start with Blood -, then it will use the Blood - Red asset set as a standard set. Thus, in order to avoid problems, do no delete the red blood asset set.

The mentioned setting to turn this feature on also provides a blood filter. The percentage is the probability of a blood trail after damage is dealt. If you use the StrainInjury variant of this extension, then there is an extra setting for applying blood trails only after injury damage is dealt.

The blood scales with the damage output compared to the max HP, in relation to the token image size; it cannot be bigger than the token image size itself. It is also randomly placed under the damaged token, leading to some aesthetic variety avoiding a "grid-like" bloodied battle field

The blood can be "cleaned" by either erasing the death marker image layer or by clicking the Clear Death Marker button in the toolbar.



Oh, wait, I totally forgot! I also now carried over Bmos's extension for new armor bonus types: There are now new armor bonus types naturalsize, armorenhancement, shieldenhancement, naturalenhancement. The reason was that certain bonus types are sometimes combined, like barkskin gives an enhancement bonus to natural and and thus should stack with pure natural bonusses :) With the new types this is now possible :)

Kelrugem
February 27th, 2023, 15:17
I just pushed an update for the extended automation extensions: Now they should be compatible with advanced effects again :)

Thanks to bmos for that quick patch, I didn't do anything :D

Schneiderpants
February 28th, 2023, 04:27
Update: seems resolved per next post.

original: We tried to play tonight after the update. Session was crashing and/or giving me script errors.

I restored backup from prior to update. I reupdated. I then deleted extensions, modules, and rulesets subfolders per advice I saw in another thread.

Reupdated to hopefully update any extensions to be compatible with new FGU version.

Loaded up campaign, still getting errors when I try to advance turns/rounds in the combat tracker.

Here's the log, looks like the script error has something to do with overlay package, I'm guessing maybe that's your overlay package Kelgruem?

Any advice?

Schneiderpants
February 28th, 2023, 04:37
Update, I seem to have resolved the issue. I went back through the restore/update steps from above. Then I deleted a dying troll with regeneration from the combat tracker.

I noticed on a previous attempt that the issue triggered when I manually advanced the combat tracker and reached the troll's turn, or clicked the "next round" button. Something about the troll wasn't playing nicely with the updates.

Kelrugem
February 28th, 2023, 05:07
Update, I seem to have resolved the issue. I went back through the restore/update steps from above. Then I deleted a dying troll with regeneration from the combat tracker.

I noticed on a previous attempt that the issue triggered when I manually advanced the combat tracker and reached the troll's turn, or clicked the "next round" button. Something about the troll wasn't playing nicely with the updates.

Thanks for the report :)

It sounds like a known issue with advanced effects and extended automation :) This issue should be fixed recently, but I see that you updated FGU and all extensions. Do you still see the issue and can reproduce it, or is this error now gone forever?

MDarque
February 28th, 2023, 05:12
56478
I am still getting the error:
[ERROR] Script execution error: [string "..Full OverlayPackage:..r_action_damage.lua"]:279: attempt to index local 'rSource' (a nil value)
For me it is happening when clicking next actor in the Combat Tracker, and the next character has the effect: DMGO: 1

Kelrugem
February 28th, 2023, 05:16
56478
I am still getting the error:
[ERROR] Script execution error: [string "..Full OverlayPackage:..r_action_damage.lua"]:279: attempt to index local 'rSource' (a nil value)
For me it is happening when clicking next actor in the Combat Tracker, and the next character has the effect: DMGO: 1

Thanks for the report :)

Just to make sure, you all have extended automation and advanced effects loaded, right?

Then there might be still an issue, I try to fix it later :)

MDarque
February 28th, 2023, 05:18
Thanks for the report :)

Just to make sure, you all have extended automation and advanced effects loaded, right?

Then there might be still an issue, I try to fix it later :)

Yes, I have Advance Effects v1.18-hotfix.1 and Extended automation v4.2.2.2

Kelrugem
February 28th, 2023, 05:36
Hmm, that is a strange issue. I cannot reproduce the error but effects like DMGO and REGEN do not work together nicely right now, if the actor has both effects and I have extended automation and advanced effects loaded. So, there is indeed still an incompatibility, but the error suggests that there might even a third extension intervening.

MDarque, can you still produce the error with just these two extensions loaded? If yes, did you already update the extensions again?

I try to solve the existing issue, but I am a bit puzzled about the incompatibility right now :D

Kelrugem
February 28th, 2023, 05:41
Hmm, that is a strange issue. I cannot reproduce the error but effects like DMGO and REGEN do not work together nicely right now, if the actor has both effects and I have extended automation and advanced effects loaded. So, there is indeed still an incompatibility, but the error suggests that there might even a third extension intervening.

MDarque, can you still produce the error with just these two extensions loaded? If yes, did you already update the extensions again?

I try to solve the existing issue, but I am a bit puzzled about the incompatibility right now :D

Oh, wait, there is no incompatibility I can reproduce. I think I accidentally found a problem within FG itself which is a totally different issue :D (It seems that a REGEN effect turns (untyped) DMGO effects to nonlethal damage)

So, I am back to zero, I cannot reproduce the reported problems.

Can you, Schneiderpants and MDarque, update and confirm the errors with just advanced effects and extended automation loaded?

MDarque
February 28th, 2023, 08:00
Using only Advanced Effects AND Extended Automation, I was able to get the exception with DMGO, REGEN and FHEAL. REGEN and FHEAL only threw the exception when the character was damaged.
If running Advanced Effects OR Extended Automation, the error does not occur.

MDarque
February 28th, 2023, 08:16
Oh, wait, there is no incompatibility I can reproduce. I think I accidentally found a problem within FG itself which is a totally different issue :D (It seems that a REGEN effect turns (untyped) DMGO effects to nonlethal damage)

So, I am back to zero, I cannot reproduce the reported problems.

Can you, Schneiderpants and MDarque, update and confirm the errors with just advanced effects and extended automation loaded?

I decided to look at the code itself, and noticed that Extended Automation v4.2.2.2 does that have the code fix that bmos committed to Github. I updated my local files with the same changes, and it fixes the issue.

Kelrugem
February 28th, 2023, 09:07
I decided to look at the code itself, and noticed that Extended Automation v4.2.2.2 does that have the code fix that bmos committed to Github. I updated my local files with the same changes, and it fixes the issue.

Ah, very good; but you mean that the forge version did not work while the github version worked? I just checked the forge version, it should be the same as on GitHub; I hope it is not a problem with the forge itself

MDarque
February 28th, 2023, 09:21
Ah, very good; but you mean that the forge version did not work while the github version worked? I just checked the forge version, it should be the same as on GitHub; I hope it is not a problem with the forge itself

Correct. The forge version did not work, but the github version did work. The version numbers seem to be the same on both. So maybe up the version number and reupload to forge to make sure it sends the correct version to the clients?

To verify that the forge version has issues, I just removed the extension and had FG download it again, and the exception returned. I then replaced the corrected version and it worked again.

Kelrugem
February 28th, 2023, 09:37
Correct. The forge version did not work, but the github version did work. The version numbers seem to be the same on both. So maybe up the version number and reupload to forge to make sure it sends the correct version to the clients?

To verify that the forge version has issues, I just removed the extension and had FG download it again, and the exception returned. I then replaced the corrected version and it worked again.

Oki, thanks a lot for your help :) I now checked again, and indeed, I forgot to set the newest versions to live and so they were not downloaded; funnily, the alternative overlay versions of this extension were pushed on their forge websites, which is also why I didn't see that the most recent version is not pushed :D

(even funnier because of the fact that I want to move the alternative icon versions to the forge website of the standard icon overlays :D So, I actually want to deprecate these websites)

However I still pushed a new update with a new version number :)

Schneiderpants and MDarque, thanks a lot for your help, I hope it works now :)

Kronides
March 4th, 2023, 02:42
Hi Kelrugem,

I have just deleted and reinstalled the extension, it is still having issues when hitting a damaged creature in the tracker that has FHEAL.
The error message has changed and the behaviour is less intrusive - the healing occurs and there is no longer a prevention of applying effects globally after the error.

The error it throws is now this: Handler error: [string "Full OverlayPackage:..ger_action_damage.lua"]:2420: attempt to compare number with nil

This is following the issues originally addressed here. https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder&p=679403&viewfull=1#post679403

Please note that the Advanced Effects extension no longer seems to have any effect on this, i get the same error if it is loaded or isn't.

If you need logs I can generate some more.

Thanks
Mike

MDarque
March 4th, 2023, 04:50
Hi Kelrugem,

I have just deleted and reinstalled the extension, it is still having issues when hitting a damaged creature in the tracker that has FHEAL.
The error message has changed and the behaviour is less intrusive - the healing occurs and there is no longer a prevention of applying effects globally after the error.

The error it throws is now this: Handler error: [string "Full OverlayPackage:..ger_action_damage.lua"]:2420: attempt to compare number with nil

This is following the issues originally addressed here. https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder&p=679403&viewfull=1#post679403

Please note that the Advanced Effects extension no longer seems to have any effect on this, i get the same error if it is loaded or isn't.

If you need logs I can generate some more.

Thanks
Mike

I had a similar error while running my campaign this evening. the error handler message I received was:

[ERROR] Handler error: [string "..Full OverlayPackage:..r_action_damage.lua"]:2470: attempt to compare number with nil

This happened every time damage was inflicted on a character.

I peeked at the code, and the line it was referencing was possibly:
local nLayerID = ImageDeathMarkerManager.getMarkerLayer(sPath, true);

I then went back into FG, and after I changed the Blood Trails setting in Options (it was off to start with), the error stopped getting thrown, even when set back to off.
My guess is that the code couldn't find a setting for Blood Trails and threw an exception.

Kelrugem
March 4th, 2023, 05:14
Hi Kelrugem,

I have just deleted and reinstalled the extension, it is still having issues when hitting a damaged creature in the tracker that has FHEAL.
The error message has changed and the behaviour is less intrusive - the healing occurs and there is no longer a prevention of applying effects globally after the error.

The error it throws is now this: Handler error: [string "Full OverlayPackage:..ger_action_damage.lua"]:2420: attempt to compare number with nil

This is following the issues originally addressed here. https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-3-5E-and-Pathfinder&p=679403&viewfull=1#post679403

Please note that the Advanced Effects extension no longer seems to have any effect on this, i get the same error if it is loaded or isn't.

If you need logs I can generate some more.

Thanks
Mike

I cannot reproduce this error; thanks for the report :)

Can you check the extensions folder and check whether you have you unzipped extensions? (if you do not know what I mean, then you probably never unzipped anything) It can also be worth a try to delete my extension and try updating again :)

Or more explicit steps to reproduce :) I tried attacking persons with FHEAL effects and changing turns and rounds

Kelrugem
March 4th, 2023, 05:20
I had a similar error while running my campaign this evening. the error handler message I received was:

[ERROR] Handler error: [string "..Full OverlayPackage:..r_action_damage.lua"]:2470: attempt to compare number with nil

This happened every time damage was inflicted on a character.

I peeked at the code, and the line it was referencing was possibly:
local nLayerID = ImageDeathMarkerManager.getMarkerLayer(sPath, true);

I then went back into FG, and after I changed the Blood Trails setting in Options (it was off to start with), the error stopped getting thrown, even when set back to off.
My guess is that the code couldn't find a setting for Blood Trails and threw an exception.

Thanks, I appreciate it :) The error suggests that it has something to do with a number, maybe the blood trail setting for the percentage for blood has some problems.

I can add some security checks for nil numbers, but I can still absolutely not reproduce this error so far. I changed the setting for blood trails and played around, but I never get the error

Kelrugem
March 4th, 2023, 05:58
I had a similar error while running my campaign this evening. the error handler message I received was:

[ERROR] Handler error: [string "..Full OverlayPackage:..r_action_damage.lua"]:2470: attempt to compare number with nil

This happened every time damage was inflicted on a character.

I peeked at the code, and the line it was referencing was possibly:
local nLayerID = ImageDeathMarkerManager.getMarkerLayer(sPath, true);

I then went back into FG, and after I changed the Blood Trails setting in Options (it was off to start with), the error stopped getting thrown, even when set back to off.
My guess is that the code couldn't find a setting for Blood Trails and threw an exception.

By the way, your error is at line 2470 instead of 2420 as in Kronides's error message, but there is no number in Extended automation; could it be that you use the StrainInjury variant? If yes, this would make more sense because line 2470 in StrainInjury is the same as line 2420 in Extended automation :) (and so it also makes sense that the error speaks about a number)

I do not think that the problem is with nLayerID because otherwise the general death marker feature should also throw errors, I think :)

MDarque
March 4th, 2023, 11:13
I do use the StrainInjury variant. Good catch.

Schneiderpants
March 5th, 2023, 01:56
Hey, sorry busy week. I tested and the error I experienced on Monday is no longer occurring after your update. Thank you Kelrugem.

Kelrugem
March 5th, 2023, 04:00
Hey, sorry busy week. I tested and the error I experienced on Monday is no longer occurring after your update. Thank you Kelrugem.

Nice :) You're welcome :)

@MDarque and @Kronides: Can someone of you send a screenshot of your campaign settings (or maybe just of the whole FG screen which causes you the error)? :)

MDarque
March 5th, 2023, 05:26
Here is my options screen. The error only occurs if you never make a change to the Blood Trails setting. As soon as you make any change, even setting it back to Off, then the error no longer occurs.
56579

Kelrugem
March 5th, 2023, 06:05
Here is my options screen. The error only occurs if you never make a change to the Blood Trails setting. As soon as you make any change, even setting it back to Off, then the error no longer occurs.
56579

That is such a strange issue, I can still not reproduce it :/

If it is okay for someone, can someone upload their campaign where this error is occurring?

bmos
March 5th, 2023, 12:42
@Kel
BLOOD is a kind of generic option name, perhaps change to Kel_BLOOD or something to avoid conflicts?
Also an easy fix to silence the error would be changing

if (sBloodOpt ~= "off") then
to

if sBloodOpt and (sBloodOpt ~= "off") then
although it doesn't address why sBloodOpt is coming out of tonumber as nil

Kelrugem
March 5th, 2023, 13:20
@Kel
BLOOD is a kind of generic option name, perhaps change to Kel_BLOOD or something to avoid conflicts?
Also an easy fix to silence the error would be changing

if (sBloodOpt ~= "off") then
to

if sBloodOpt and (sBloodOpt ~= "off") then
although it doesn't address why sBloodOpt is coming out of tonumber as nil

Thanks for the suggestion :) Yeah, I should change the option name in the code

Indeed, I am wondering a lot, why this error is happening for some people (I am not able to reproduce it). And if I address this error in such a way, it may lead to that no blood trails are created for the people who originally had this error appearing, because the reason for this error may still be there but would just lead to a prevention of activating the blood code; then there is no error message anymore, but still not working as expected, I presume

bmos
March 5th, 2023, 16:12
If I address this error in such a way, it may lead to that no blood trails are created for the people who originally had this error appearing, because the reason for this error may still be there but would just lead to a prevention of activating the blood code; then there is no error message anymore, but still not working as expected, I presumeI'm not sure that's correct, fortunately. The report above seems to indicate that only the 'default' state of the option has this issue. This is why I suggest treating nil as 'off'.
But of course this is an assumption. With that in mind, perhaps log some stuff to console if sBloodOpt is nil?

Kelrugem
March 5th, 2023, 22:59
I'm not sure that's correct, fortunately. The report above seems to indicate that only the 'default' state of the option has this issue. This is why I suggest treating nil as 'off'.
But of course this is an assumption. With that in mind, perhaps log some stuff to console if sBloodOpt is nil?

Ah, oki, the default option might be the problem here if it never got adjusted, I see :) That may explain why I was not able to reproduce it, maybe I should test in a totally new campaign. Oki, I think over it later again and I hope the fix will help then :)

Thanks again :)

Kelrugem
March 5th, 2023, 23:31
Ah, oki, the default option might be the problem here if it never got adjusted, I see :) That may explain why I was not able to reproduce it, maybe I should test in a totally new campaign. Oki, I think over it later again and I hope the fix will help then :)

Thanks again :)

I just reuploded the extended automation extensions and their variants, with some extra safeguarding :) I was still not able to reproduce the error, so, can someone who had that error (like MDarque and Kronides) try to reproduce the error with the new versions? Just damage people in the CT and play with the blood trail setting. Also maybe test whether there are still blood trails if the option was turned on at campaign start :) (if it was not on and you had to turn it on, then also maybe reload the campaign and test in the reloaded campaign :) if possible for you)

Kronides
March 6th, 2023, 06:41
Sorry I just got a chance to test and everything seems to be working now!!

Thanks :D

Kelrugem
March 6th, 2023, 07:18
Sorry I just got a chance to test and everything seems to be working now!!

Thanks :D

No worries, thanks for the help, appreciated :D

Asgurgolas
March 20th, 2023, 13:21
Just updated FGU and BAM, megafreeze. It freezes on load for like 5 full minutes, then hangs every time I try to open a panel/character sheet/npc/menu, and even more if I try to roll checks/attacks/damage/whatever. After a few tests it's the Full Overlay extension that went crazy and yes, I'm going to test all the 40+ extensions one-by-one to figure out where the issue is, but I don't really have time now so I'll post my findings later on (hoping I'll make it in time for my friday session, ahaha)


Quick update: I tried creating a new campaign and loaded it with ALL extensions I have (which are a LOAD, even old ones). No issues on smoothness, which means probably something went wrong with it on my campaign itself (which I hope is NOT the case). Any ideas? :S

Kelrugem
March 21st, 2023, 00:27
Just updated FGU and BAM, megafreeze. It freezes on load for like 5 full minutes, then hangs every time I try to open a panel/character sheet/npc/menu, and even more if I try to roll checks/attacks/damage/whatever. After a few tests it's the Full Overlay extension that went crazy and yes, I'm going to test all the 40+ extensions one-by-one to figure out where the issue is, but I don't really have time now so I'll post my findings later on (hoping I'll make it in time for my friday session, ahaha)


Quick update: I tried creating a new campaign and loaded it with ALL extensions I have (which are a LOAD, even old ones). No issues on smoothness, which means probably something went wrong with it on my campaign itself (which I hope is NOT the case). Any ideas? :S

As we once already wrote in private messages: You have a biiiiiiiiiig load of data, I mean really, that is big :D I know you do not want to do that, but you really have to filter your data and get rid of a lot of it, just load data you need :) Put other things in modules :)

Asgurgolas
March 21st, 2023, 15:36
I kind of spotted the problem!!

It reeeeally doesn't like it When I use conditionals related to HP.

For example: "IF: bloodied; ATK: 2" (when at 50% or lower HP, attack increases by 2), or "NIF: wounded; HRESIST: all" (as long as you're at full hp, halve whatever damage you incurr" which basically makes you good for tanking a first hit). The FGU paralysis was because a character had a draconic aura on (AURA: 30 friend; IF: bloodied; FHEAL: 2) which was in turn applied to the whole party and it really smashed things up. I'm still testing things out but as I said before I'm kind of busy lately so I can't extensively check as I usually do. I hope I can make some time soon, though, to see if I can find out more


As we once already wrote in private messages: You have a biiiiiiiiiig load of data, I mean really, that is big :D I know you do not want to do that, but you really have to filter your data and get rid of a lot of it, just load data you need :) Put other things in modules :)

yeah, I guess I really should... it's just I often add up things so I need to remember to update and delete stuff :s (db.xml being 18 mb right now)

Kelrugem
March 23rd, 2023, 05:36
By the way, there is healthy as descriptor, so, you can also write IF: healthy instead of NIF: wounded, but may not matter so much :)

Did you see a slowdown just with these effects, or where there also other effects? Did you test in a clean CT or in a very overcrowded CT? :) If the latter, then the new turbo extension by rhagelstrom might be able to help you: https://forge.fantasygrounds.com/shop/items/1125/view :)

I think I remember some performance problems related to such things, but not sure anymore about the context; I can check again :)


I kind of spotted the problem!!

It reeeeally doesn't like it When I use conditionals related to HP.

For example: "IF: bloodied; ATK: 2" (when at 50% or lower HP, attack increases by 2), or "NIF: wounded; HRESIST: all" (as long as you're at full hp, halve whatever damage you incurr" which basically makes you good for tanking a first hit). The FGU paralysis was because a character had a draconic aura on (AURA: 30 friend; IF: bloodied; FHEAL: 2) which was in turn applied to the whole party and it really smashed things up. I'm still testing things out but as I said before I'm kind of busy lately so I can't extensively check as I usually do. I hope I can make some time soon, though, to see if I can find out more



yeah, I guess I really should... it's just I often add up things so I need to remember to update and delete stuff :s (db.xml being 18 mb right now)

Asgurgolas
March 24th, 2023, 21:50
https://forge.fantasygrounds.com/shop/items/1125/view[/url] :)

I think I remember some performance problems related to such things, but not sure anymore about the context; I can check again :)


Tried, but it evidently clashes with your full overlay since I get

"script execution error: [string "full overlay package:..s/manager_actions.lua"]:37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)"

every single time there's an attempt to roll dices (even just picking up and tossing a die in chat), it also blocks any attempt to all and every check: such as rolling saving throws: the error pops up and no die is actually rolled (and no check is completed). This problem does not manifest if I don't load that "turbo" extension though

Kelrugem
March 25th, 2023, 05:18
Tried, but it evidently clashes with your full overlay since I get

"script execution error: [string "full overlay package:..s/manager_actions.lua"]:37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)"

every single time there's an attempt to roll dices (even just picking up and tossing a die in chat), it also blocks any attempt to all and every check: such as rolling saving throws: the error pops up and no die is actually rolled (and no check is completed). This problem does not manifest if I don't load that "turbo" extension though

ah, thanks, there seems to be an incompatibility then :) I try to investigate :)

Kelrugem
April 26th, 2023, 15:47
Tomorrow I will push a small update for the compatibility with the newest patch of FG :) (no worries if you already updated; you won't see any errors. My extensions just prevent a newest smaller bug fix which I have to integrate in my extensions) (In fact I already did, I just have to find a short time for the upload :) )

Kelrugem
April 28th, 2023, 17:41
So, finally a small update :) Just for compatibility with the newest patch :)

There is also an incompatibility with extra stat to saves extension by Bmos and the turbo extension by rhagelstrom; I hope I can look at these this weekend :)

Kelrugem
May 15th, 2023, 16:02
Rhagelstrom updated the Turbo extension and now it should work with mine again :) see here: https://www.fantasygrounds.com/forums/showthread.php?77286-Turbo-Multiple-Rulesets&p=686708&viewfull=1#post686708

Let us know whether you still face problems :)

Kelrugem
June 4th, 2023, 15:10
Just a short heads-up: I currently prepare a lot for running my FG campaign, it is a lot, but it is fun :) So, at some point I will certainly add new things to my extensions, just managing my campaign stuff :) One of my players actually requested having skill buttons for actions in the action tab, so once I finished preparing the basics of my campaign (it is a lot of homebrew and own story), I hope I can finally turn to that old project of mine related to skill actions :)

Asgurgolas
June 4th, 2023, 20:49
Skill buttons in the action tab? What do you mean? :O

Kelrugem
June 6th, 2023, 08:27
Skill buttons in the action tab? What do you mean? :O

An older project of mine :D Adding skill actions to the action tab, so that stuff like feints can be coded :) (vs. rolls for example) But every time I started looking at that project something else was going on onto which I had to focus :)

Arimil508
June 6th, 2023, 11:23
So what kind of actions would be added do you have a list. I am highly interested in what this can become.

Asgurgolas
June 6th, 2023, 23:33
An older project of mine :D Adding skill actions to the action tab, so that stuff like feints can be coded :) (vs. rolls for example) But every time I started looking at that project something else was going on onto which I had to focus :)

Oh, just as concentration rolls are.. that'd be awesome

Kelrugem
June 7th, 2023, 13:35
So what kind of actions would be added do you have a list. I am highly interested in what this can become.

Skill vs skill rolls and just forced skill rolls, something like this :) I have a list already somewhere, especially Svandal did a lot of great suggestion back then, when I were already planning to do that :)

But do not expect anything too soon :D Will certainly take time :) PF2 ruleset already has that, as far as I am aware of, so I can also take a glimpse there :)

Kelrugem
June 14th, 2023, 05:39
Note: There was a new big patch for FGU, I might need to update the extensions :) But I had no time yet to do so, this weekend I am sadly a bit busy, maybe next weekend :)

(but I am positive that my extensions do not need really need a substantial update; so, if you already updated, then no worries, I guess :) )

Asgurgolas
June 16th, 2023, 15:06
I'ìll wait, I'll wait (not that I really have time to do anything else either, lately)

Kelrugem
June 23rd, 2023, 19:45
Soo, there are updates for all the extended automation extensions and their variants :)

Mainly for compatibility with the patch last week :) But also a fix: There was an incompatibility with Extra Stat to Saves by Bmos; effects for the second stat were not respected for saves following a spell action. This is now working correctly :) Thanks to Zarestia for the report :)

Kelrugem
July 2nd, 2023, 10:16
I just pushed another small update because there was some smaller patch for 3.5E/PF1 this week :)

snupy
July 5th, 2023, 14:24
EDIT
Thought I had found a problem but it is not with the extension so never mind.

dllewell
July 6th, 2023, 17:48
I do apologize if this has already been asked and answered.

For the PC specific tag effects is there a way to put a minimum number into the calculation.

As an example. Divine Favor adds a +1 bonus for every 3 levels with a minimum of +1 and a maximum of +3.

The following effect handles the +1 every 3 levels and the maximum of +3 but it doesn't take care of a minimum of +1 at 1st and 2nd Caster Level
[d3CL3]

I've tried a few other variations to get this effect but none of them have worked.

Kelrugem
July 18th, 2023, 01:52
I do apologize if this has already been asked and answered.

For the PC specific tag effects is there a way to put a minimum number into the calculation.

As an example. Divine Favor adds a +1 bonus for every 3 levels with a minimum of +1 and a maximum of +3.

The following effect handles the +1 every 3 levels and the maximum of +3 but it doesn't take care of a minimum of +1 at 1st and 2nd Caster Level
[d3CL3]

I've tried a few other variations to get this effect but none of them have worked.

Oh, I am sorry, I totally forgot to answer you! I read it and wanted to answer later, but I forgot to mark your post as unread again so that I totally forgot it :)

A minimum number does not exist yet, but I can certainly add that; the maximum number comes from a community member and they also provided the code for the minimum number :) I just didn't add that because I would need to figure out some compatibility stuff (though I do not totally remember what my problem was); back then I thought I may not need a minimum number because usually the level configuration is of such a form that it automatically already provides the minimum number, that is, when does a PC get the divine Favor spell? If it is at level 3, then you would not need the minimum number, right? (since your existing effect would already give the correct result from level 3 on) The minimum of an effect number is only needed if the smallest level a PC can get the spell is lower than some threshold specific to the spell's description :)

bmos
July 18th, 2023, 12:47
Oh, I am sorry, I totally forgot to answer you! I read it and wanted to answer later, but I forgot to mark your post as unread again so that I totally forgot it :)

A minimum number does not exist yet, but I can certainly add that; the maximum number comes from a community member and they also provided the code for the minimum number :) I just didn't add that because I would need to figure out some compatibility stuff (though I do not totally remember what my problem was); back then I thought I may not need a minimum number because usually the level configuration is of such a form that it automatically already provides the minimum number, that is, when does a PC get the divine Favor spell? If it is at level 3, then you would not need the minimum number, right? (since your existing effect would already give the correct result from level 3 on) The minimum of an effect number is only needed if the smallest level a PC can get the spell is lower than some threshold specific to the spell's description :)Yes, although negative levels exist too and could probably reduce that below the minimum.

Kelrugem
July 18th, 2023, 13:04
Yes, although negative levels exist too and could probably reduce that below the minimum.

Ah, I see, good point, I will check that mechanism again :)

dllewell
July 20th, 2023, 02:33
Oh, I am sorry, I totally forgot to answer you! I read it and wanted to answer later, but I forgot to mark your post as unread again so that I totally forgot it :)

A minimum number does not exist yet, but I can certainly add that; the maximum number comes from a community member and they also provided the code for the minimum number :) I just didn't add that because I would need to figure out some compatibility stuff (though I do not totally remember what my problem was); back then I thought I may not need a minimum number because usually the level configuration is of such a form that it automatically already provides the minimum number, that is, when does a PC get the divine Favor spell? If it is at level 3, then you would not need the minimum number, right? (since your existing effect would already give the correct result from level 3 on) The minimum of an effect number is only needed if the smallest level a PC can get the spell is lower than some threshold specific to the spell's description :)

Your statements are all correct.

Divine Favor is a 1st level spell so can be gained at 1st level. Which is where the issue arises. At 1st and 2nd level it returns nothing. At 3rd level and above it returns the correct result.

Kelrugem
July 22nd, 2023, 03:35
Your statements are all correct.

Divine Favor is a 1st level spell so can be gained at 1st level. Which is where the issue arises. At 1st and 2nd level it returns nothing. At 3rd level and above it returns the correct result.

Ah, I see, thanks a lot :) Yeah, by your and Bmos's answer I should really add the minimum stuff :)

Morenu
August 24th, 2023, 03:58
ok, Looking for 2 answers. lol. if anyone has time. I am posting here as I am thinking this is where to start. the 2nd question might need to go to a Bmos extension but not sure.

1) is there a way to apply to a target the loss of ONLY their Dex bonus to AC? I am trying to set up Feint and Flatfooted does Dex and Dodge... I found the nodex but that's not it I believe. basically on a successful Bluff check, I want to create an action button that will remove any beneficial AC bonus due to Dex for 1 attack.

2) Is there a way to have an effect on a character that is only in effect during that characters action only. 2 weapon fighting attack negative does not effect an attack of opportunity the character uses, so I would like the -2 attack penalty (or whatever it may be) only applied during that players attack action off when not their "turn" on the combat tracker.

bmos
August 24th, 2023, 15:31
Is there a way to have an effect on a character that is only in effect during that characters action only. 2 weapon fighting attack negative does not effect an attack of opportunity the character uses, so I would like the -2 attack penalty (or whatever it may be) only applied during that players attack action off when not their "turn" on the combat tracker.FG doesn't track the PF action economy. There is an expiration feature for effects that expires it after a single action, but this term "action" is not necessarily equivalent to PF's idea of an action.

Morenu
August 24th, 2023, 16:02
Ok so that will need to be a “light switch” effect. For me i would do ATK:-2 as always on for a mainly 2 weapon fighter. Then have a REMOVE:ATK:-2 for things like AoO or other spots.

Thx. There are so many options for when the effect turns on off removes… I was confused

Kelrugem
August 26th, 2023, 05:27
ok, Looking for 2 answers. lol. if anyone has time. I am posting here as I am thinking this is where to start. the 2nd question might need to go to a Bmos extension but not sure.

1) is there a way to apply to a target the loss of ONLY their Dex bonus to AC? I am trying to set up Feint and Flatfooted does Dex and Dodge... I found the nodex but that's not it I believe. basically on a successful Bluff check, I want to create an action button that will remove any beneficial AC bonus due to Dex for 1 attack.

2) Is there a way to have an effect on a character that is only in effect during that characters action only. 2 weapon fighting attack negative does not effect an attack of opportunity the character uses, so I would like the -2 attack penalty (or whatever it may be) only applied during that players attack action off when not their "turn" on the combat tracker.

Oh, wow, I didn't about this in 2) about 2 Weapon fighting :D But I personally would keep the bonus for attacks, as a homebrew adjustment. One could that in the code I think, there is already a conditional for AoO (applying a bonus just for AoO), I could code one for the opposite version basically

About 1): Oki, just Dex is not possible, but is also possible to add in the extension if needed :) (Though also here one could question the logic why Dex is negated but not dodge :) )

Kelrugem
August 26th, 2023, 05:29
@all: Next Tuesday is a bigger FGU patch again, my extensions probably need an update, but I am drowning in work right now. On 4 September I have an important talk to give about my newest research and so I am finishing as much as possible of my research. Until then I am not able to look at FG and the extensions :) Thus, after the next update my extensions may break for a while :)

Morenu
August 26th, 2023, 13:23
Oh, wow, I didn't about this in 2) about 2 Weapon fighting :D But I personally would keep the bonus for attacks, as a homebrew adjustment. One could that in the code I think, there is already a conditional for AoO (applying a bonus just for AoO), I could code one for the opposite version basically

About 1): Oki, just Dex is not possible, but is also possible to add in the extension if needed :) (Though also here one could question the logic why Dex is negated but not dodge :) )

I would agree that both these PF rules are not what I would use at my table.

ATK negative from start of turn 1 until start of turn 2 makes sense and is cleaner.

Using Flatfooted (a set rule that is used all over PF) over a unique rule that adds little to nothing and must be calculated on every new target seems way better as it is otherwise work intensive for no real benefit. I would allow 1 feint attempt per turn and use FF or I would say use feint on any attack, but IF you fail the attempt, you can no longer attempt for rest of round and your attacks are all -1 or 2 for the remaining attacks this round. Feint is already a PitA as the DC must be manually calculated per target by the DM and the player can't roll Skill checks directly from the Actions tab.

Unfortunately, since I am making a mod, I have to stick to the RAW rules. I can deal with the 2 weapon fighting, the player just turns it on/off as needed, just like TTrpg. Unfortunately, the Feint issue means the DM must look up the target's DEX bonus and then tell the player and the player then adjusts his attack, what a PitA. My goal is to never bug the DM for this type of thing. FGU should be able to return that info automatically and also be able to use the info in its computations IMO.

SO, if you choose to tackle either of these, a way to effect target ability data would be great. or a way of essentially doing Flatfooted that only drops DEX would be great.

Kelrugem
August 26th, 2023, 13:28
I would agree that both these PF rules are not what I would use at my table.

ATK negative from start of turn 1 until start of turn 2 makes sense and is cleaner.

Using Flatfooted (a set rule that is used all over PF) over a unique rule that adds little to nothing and must be calculated on every new target seems way better as it is otherwise work intensive for no real benefit. I would allow 1 feint attempt per turn and use FF or I would say use feint on any attack, but IF you fail the attempt, you can no longer attempt for rest of round and your attacks are all -1 or 2 for the remaining attacks this round. Feint is already a PitA as the DC must be manually calculated per target by the DM and the player can't roll Skill checks directly from the Actions tab.

Unfortunately, since I am making a mod, I have to stick to the RAW rules. I can deal with the 2 weapon fighting, the player just turns it on/off as needed, just like TTrpg. Unfortunately, the Feint issue means the DM must look up the target's DEX bonus and then tell the player and the player then adjusts his attack, what a PitA. My goal is to never bug the DM for this type of thing. FGU should be able to return that info automatically and also be able to use the info in its computations IMO.

SO, if you choose to tackle either of these, a way to effect target ability data would be great. or a way of essentially doing Flatfooted that only drops DEX would be great.

I see, I will think about it once my I got more time in a bit over one week :) (I think I will take some days off from work, then I will update my extensions and so on)

Morenu
August 30th, 2023, 01:37
wish you well for your upcoming stuff.

Does anyone know if either CLC or SR can be used to handle Spell Penetration feat (+2CLC towards overcoming SR only) right now I have it as a turn on effect of CLC:2 on next roll. and that works great, but my DM does not give out info on if a critter has SR. so essentially the player would have to manually add the CLC:2 effect before casting any spell and then turn it off. It can't be always on as it only gives to bonus for overcoming SR.

OR I guess I could have it always on and give an effect button that gives -2 CLC for 1 roll if a non spell resistance CLC roll is needed.

Just wanted to make sure I couldn't do an always on SR:-2 to any target I cast at.

Kelrugem
August 30th, 2023, 15:53
wish you well for your upcoming stuff.

Does anyone know if either CLC or SR can be used to handle Spell Penetration feat (+2CLC towards overcoming SR only) right now I have it as a turn on effect of CLC:2 on next roll. and that works great, but my DM does not give out info on if a critter has SR. so essentially the player would have to manually add the CLC:2 effect before casting any spell and then turn it off. It can't be always on as it only gives to bonus for overcoming SR.

OR I guess I could have it always on and give an effect button that gives -2 CLC for 1 roll if a non spell resistance CLC roll is needed.

Just wanted to make sure I couldn't do an always on SR:-2 to any target I cast at.

Yeah, I think your second version works best; depends a bit on the players, but I think CLCs are mostly for spell resistance (not always, but most of the time), right? So, just turning it off or applying a negative effect for the other occasions sound best :)

Morenu
August 30th, 2023, 16:53
Thanks. I am learning A ton doing this, and I haven't gotten to any critiques yet :)

One problem with carrying the extensions I do, is I am not always sure whos extension added certain functionality. I was wondering If it would be difficult to add a BAB option somewhere in this save area: 58686 several of the ____ Critical feats require a fort Save with a DC 10+your BAB. (staggering critical as an example) I can use Fixed but of course it then needs manually edited every level or so.

And is there an easy way to make a character immune to being flatfooted. looking to make Blind fighting work from the players side so the invisible creature (ATK:2; CA; TCONC) can attack a target normally and then attack a blind fighting opponent without their FF bonuses. The reroll the TCONC is easy to do manually.

But this...

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. this part specifically is a little more tricky, can add this to counteract FF... AC:2;AC: [DEX]; but I can't return dodge AC bonus unless we add it manually so say a dodge of 1 -> AC:2 melee;AC:[DEX] melee;AC:1 melee and the last AC must be edited to = the players total dodge bonus. then turn that on during the invisible critters attack?

swest
August 30th, 2023, 18:12
Greetings gents! I see the very two gentlemen to whom I wish to speak are already talking here today, and awaiting my arrival ;-)

I won't go through the entire background motivation (@Morenu has already seen it), but suffice to say that I am finally converting my decade-old Rise of the Runelords campaign to FGU and am beginning to bring on all the fabulous work (in the form of custom extensions and modules) that you all do.

To wit: I started with @Zarestia's "Feature: Advanced Charsheet" extension (no errors), and now am adding @Kelrugem's "Feature: Extended automation and overlays" (errors!). My complete extension list is currently:


Feature: Advanced Bestiary Templates
Feature: Advanced Charsheet
Feature: Extended automation and overlays
Theme: Pathfinder - Official

The log entry I see with "Feature: Extended automation and overlays" is:


.
.
[8/30/2023 9:55:02 AM] MEASURE: LOAD - PART 1 - 3.9620749
[8/30/2023 9:55:03 AM] [ERROR] Script execution error: [string "Full OverlayPackage:..s/manager_combat2.lua"]:14: attempt to call field 'setDefaultSpaceReachFromActorSizeKey' (a nil value)
[8/30/2023 9:55:03 AM] MEASURE: MODULE LOAD - 0.0010363 - Animal Pogs
.
.

(also, if I instead load the "Feature: Extended automation and alternative overlays" extension I see the following log entry instead:


.
.
[8/30/2023 9:53:38 AM] MEASURE: LOAD - PART 1 - 4.4880997
[8/30/2023 9:53:40 AM] [ERROR] Script execution error: [string "..h alternative icons:..manager_combat2.lua"]:14: attempt to call field 'setDefaultSpaceReachFromActorSizeKey' (a nil value)
[8/30/2023 9:53:40 AM] MEASURE: MODULE LOAD - 0.002024 - Animal Pogs
.
.

Thoughts?

Thanks!

- s.west

Morenu
August 30th, 2023, 18:18
LOL nope nope nope... NOT my advanced character sheet! edit that before Zarestia sees that!

You came into FGU exactly at the wrong day if you are playing with extensions. SW just released a new version that we know will break several extensions. Give it a week for the modders to catch up. Of course if you figure out something exactly and can reproduce it then report it to the author, but otherwise I advise turning on extensions 1 at a time and reload to see if errors occur.

As you did above :)

I did not update if you want to see 40 or so extensions working harmoniously

swest
August 30th, 2023, 18:20
(crossing posts)

p.s.

FYI, I failed to mention that I disabled all extensions, save "Feature: Extended automation and overlays", and saw the same results.

- s.west

swest
August 30th, 2023, 18:23
@Morenu wrote:

> NOT my advanced character sheet! edit that before Zarestia sees that!

D'Oh! So sorry!! I was in such a hurry to get some of these questions posted that I just got ahead of myself, and wasn't paying proper attention.

Thanks for the correction.

- s.west

Kelrugem
August 31st, 2023, 00:14
@swest: Did you update recently? Sorry, you may have missed my post last week: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=695855&viewfull=1#post695855
I have to update my extensions for incompatibilities with the newest patch from Tuesday :) But I have no time yet to do so :) It may take a week or two until I can, until then my extensions will be probably incompatible :) I am sorry, I am extremely busy right now (working non-stop, no weekends and not a lot of free time currently)

swest
August 31st, 2023, 01:29
No worries, at all. I did not really avail myself of any current events before jumping into this.

I forget, is there any way to downgrade my FGU to a previous release? I'm not even sure I would want to try it, but I thought I'd ask. If not, I'll be happy to wait until everything is reconciled.

Thanks for the explanation.

Cheers,

- s.west

Kelrugem
September 1st, 2023, 00:21
No worries, at all. I did not really avail myself of any current events before jumping into this.

I forget, is there any way to downgrade my FGU to a previous release? I'm not even sure I would want to try it, but I thought I'd ask. If not, I'll be happy to wait until everything is reconciled.

Thanks for the explanation.

Cheers,

- s.west

Sadly there is now way to downgrade :/ I try to fix that as soon as possible :) Maybe I can get to it earlier than anticipated :)

Kelrugem
September 9th, 2023, 12:05
Hi all :)

I finally updated my extensions (the extended automation ones needed a small update) :) So, the extensions are now compatible with the newest FG version :)

@Swest: Does it now work for you again? I couldn't replicate your error but I hope the small update also fixes your error :)

swest
September 9th, 2023, 17:45
Thanks for the notice. I'll be getting back to this on Sunday or Monday, and I'll let you know.
Cheers!

Farktopia
October 10th, 2023, 05:38
Twilight Sanctuary; AURASHAPE: circle; AURACOLOR: purple; AURA: 30 friend; Torin's Twilight Sanctuary; IF: FACTION(friend); TEMPO: 1d6+5

This was working a few weeks ago - failed to work tonight. Did the syntax change or do I need a patch from somewhere? If so, where can I get an update?


[Version dated at 10 January 2022. Adds TEMPO and ROLLON effect; for ongoing temporary hitpoints and rolling on a table at the beginning of the turn, respectively. Thanks to Scriedraven and Geokhan to make this extension compatible with Kent's ongoing save extension.]

dllewell
October 11th, 2023, 15:32
Twilight Sanctuary; AURASHAPE: circle; AURACOLOR: purple; AURA: 30 friend; Torin's Twilight Sanctuary; IF: FACTION(friend); TEMPO: 1d6+5

This was working a few weeks ago - failed to work tonight. Did the syntax change or do I need a patch from somewhere? If so, where can I get an update?


[Version dated at 10 January 2022. Adds TEMPO and ROLLON effect; for ongoing temporary hitpoints and rolling on a table at the beginning of the turn, respectively. Thanks to Scriedraven and Geokhan to make this extension compatible with Kent's ongoing save extension.]

Are you sure you are talking about this extension? I don't think any of the Conditions or Modifiers in your effect are in this extension.

Farktopia
October 12th, 2023, 14:37
It's possible - I searched for TEMPO and Kelrugem is the author. On page one it lists TEMPO as part of the package. If this is the wrong place - my apologies.
I sent a direct message to the mod author from the FORGE page.

Thanks.
G

bmos
October 12th, 2023, 17:31
Twilight Sanctuary; AURASHAPE: circle; AURACOLOR: purple; AURA: 30 friend; Torin's Twilight Sanctuary; IF: FACTION(friend); TEMPO: 1d6+5

This was working a few weeks ago - failed to work tonight. Did the syntax change or do I need a patch from somewhere? If so, where can I get an update?


[Version dated at 10 January 2022. Adds TEMPO and ROLLON effect; for ongoing temporary hitpoints and rolling on a table at the beginning of the turn, respectively. Thanks to Scriedraven and Geokhan to make this extension compatible with Kent's ongoing save extension.]Is all the aura stuff working but the temp hitpoints are not?

Farktopia
October 13th, 2023, 00:30
Yes - the AURAS work fine. They appear on screen as expected. Things like the coding for SPIRIT GUARDIANS works fine. (AND TEMPO worked 2 weeks ago.)
AURACOLOR: red; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: WISDOM DC 14 (M)(H); SAVEDMG: 3d8 radiant; (C)
Pic shows Aura working - and SAVEO working - and Half on Save working - Concentration checks working. TEMPO not working.
I'm willing to admit I may have bad syntax - but it was working before.
-G

59043

Kelrugem
October 13th, 2023, 00:38
Also here: Thanks for the report :) Sorry, I am a bit busy (drowning in work right now), but I try to check it later this day :)

Farktopia
October 14th, 2023, 21:16
Also here: Thanks for the report :) Sorry, I am a bit busy (drowning in work right now), but I try to check it later this day :)


Appreciate it.

-G

Kelrugem
October 18th, 2023, 13:58
Appreciate it.

-G

Hi :)

Sorry, I am still drowning in work, I hope I can look at that soon :) Sadly my life is just work and sleep right now

tahl_liadon
October 24th, 2023, 23:50
Sadly my life is just work and sleep right now

oh-noes! :-(

when you get around to it, a question -- (i think these are relevant from your extension? or maybe part of fg coding?):

i have this in npc "sq" box:

DR 5/magic and slashing; Resist fire 10; Immune cold, electricity, magicmissile, undead traits; Defensive Abilities channel resistance +4

when i drop npc into combat tracker, these populated:

Undead traits; IMMUNE: nonlethal; DR: 5 magic and slashing; RESIST: 10 fire; IMMUNE: cold; IMMUNE: electricity; DMGTYPE: magic; IFTAG: mindaffecting, death, disease, paralysis, poison, sleep, stun, fatigue, exhaustion, abilitydrain, energydrain; SIMMUNE

i can guess how some are rewritten and make sense, but a few don't look right -- e.g. why "dmgtype:magic"? and nothing about a) immunity to magic missile, and b) channel resistance (do these exist / work?)

thx

(hope you can adjust your work-life and gain a more balanced ratio)

Phixation
October 25th, 2023, 01:14
DMGTYPE: magic from DR magic. its a rule in the bestiary. immunity to magic missiles i wouldn't know unless i saw the npc stat block in question. the channel resistance is pretty standard across higher level undead in PF too but they dont work automatically in FG

tahl_liadon
October 25th, 2023, 14:15
thx for explanation. still unclear on this one:


DMGTYPE: magic from DR magic. its a rule in the bestiary.

my understanding of "dmgtype: magic" is that it treats the creature's damage done to others as magical damage? how does it interact with "dr: 5 magic"?

i.e. "dr: 5 magic" just means creature has damage reduction 5, bypassed by magic... what does that have to do with whether the creature can inflict magical damage?

Phixation
October 25th, 2023, 15:44
Shrugs. Its part of the damage reduction universal monster rules.

"Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction."

https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules under damage reduction

there are quite a few of things like this that are hidden in random parts of books under appendices that change a few things. Not all are well known. i always have to re check to make sure this ability or that ability doesnt have extra rules on it

tahl_liadon
October 25th, 2023, 16:03
.
thx for the reference text.

hm... it's odd, and i think it's a wording issue because it is about the attacker overcoming dr, not whether a targeted creature can do magical damage.

i think this bit "Such creatures’ natural weapons..." is causing confusion -- it sounds like it's referring to "Some monsters..." (first sentence, the target), whereas it should be referring to the weapon being used (by the attacker), further qualifying the second sentence.

"natural weapons" [if qualified as magic] of the attacker, not of "some monsters".

my conclusion why "dmgtype: magic" was added in fg is because it was interpreted that the "natural weapons" belong to "some monsters" -- thus the npc / monster gets to do magical damage, although it should not.

Phixation
October 25th, 2023, 16:16
See, I read it the other way. The first sentence states that DR from the monster is broken by magic weapons. the second sentence reads that their natural attacks are treated as capable of breaking magic damage reduction. Just envision that monster fighting others of their kind. wouldnt make sense for them not to be able to hurt themselves or others of their kind in dominance issues so this grants them the ability to break their own DR if needed.

tahl_liadon
October 25th, 2023, 16:43
.

The first sentence states that DR from the monster is broken by magic weapons.
that's clear. agreed.


the second sentence reads that their natural attacks are treated as capable of breaking magic damage reduction.
i don't interpret it like that.

there are 2 parties referenced in this sentence: the attacker ("any weapon") against the target ("these monsters" -- referring back to "some monsters" in first sentence).


Just envision that monster fighting others of their kind. wouldnt make sense for them not to be able to hurt themselves or others of their kind in dominance issues so this grants them the ability to break their own DR if needed.
although i see and understand your scenario, i think you're putting words into the rules that's not there, i.e. r.a.w.

if the creature's stat block does not say its natural attacks are magical, it cannot do magical damage. simply r.a.w.

to entertain the scenario you stated above, i would say if two creatures of same type want to duke it out for dominance, damage reduction stands (they're not immune to each other's attacks).

each creature would need to continual just do big damages to the other one, each hit reducing by (in this case) 5 and the rest of the damage goes through. it's gonna be a drawn out fight, but the one that happens to hits harder (luck of the dice) more often will win over -- and dominate.

Phixation
October 25th, 2023, 17:07
We both agree the first sentence says what it says... the third sentence doesn't have a target other than the reference back to the first sentence. Such creatures' (referring to the monsters that have vulnerable to magic weapons) natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. nowhere in there does that sentence have a 2nd target. just says that DR magic monsters break DR magic. If you don't agree (and that's perfectly fine too) as a GM, don't use it.

Phixation
October 25th, 2023, 17:12
Now should FG add that as a DMGTYPE. probably not. as it doesn't apply to weapons other than their own natural weapons. But I am not the original coder of the PF ruleset and i do not know what was going thru their head. Maybe they want to be more through. I do not know. Just means there is something you need to keep your eye on for any game that are ran.

tahl_liadon
October 25th, 2023, 17:16
If you don't agree (and that's perfectly fine too) as a GM, don't use it.

of course. i don't agree that "some creatures" get magical damage per this text. second and third sentence, to me, want to clarify the weapon against such creatures.

however, it's coded in fg to populate "dmgtype: magic" and i would have to remove it manually (a pain if there are lots of such npcs), or miss it completely if i don't pay attention when adding a bunch of npcs to combat tracker.

Phixation
October 25th, 2023, 17:55
I cant find the section of code that auto adds that line or i could give you a quick fix for that.

Asgurgolas
October 25th, 2023, 22:20
of course. i don't agree that "some creatures" get magical damage per this text. second and third sentence, to me, want to clarify the weapon against such creatures.




Rules, though, mention it:



Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

And also


Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature.

Altough "Rule 0" always wins

tahl_liadon
October 25th, 2023, 23:39
Rules, though, mention it: ...Such creature's natural weapons...

hold that thought...


And also: Some monsters are vulnerable to chaotic-... A creature with an alignment subtype... can overcome this type of damage reduction...

thx for posting that, which helps to support my case: this is what i was referring to when i said the thing about r.a.w – the alignment is written in the creature's stats, so it make sense as well as being definitive that this particular aspect can overcome damage reduction.

the "Such creature's natural weapons..." line, where it's placed, is still awkward and ambiguous to me though:

"Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction."

it's as if i'm being asked to read it like this:

"Some monsters are vulnerable to magic weapons. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction." – 2nd sentence temporarily removed for continuity / clarity.

which from all feedback interpretations so far is saying "although it is not specifically stat'd that the creature's natural attacks is considered magical, but if it has dr: magic, it would then be indirectly stat'd to have magical natural attacks".

tl;dr
in other words, any creature stat'd with dr: [x] magic = it also by definition has natural attacks that do magic?

conclusion: i want to respect the original intent of this thread, and not continue to spam it. thx all for the feedback. feel free to start another thread if anyone wants to go into it further.

tahl_liadon
October 26th, 2023, 15:47
.
@kelrugem, confirming: there are advantage / disadvantage effects to atk, save, and init in your extension, correct?

i tested: skill and ability checks do not work, correct?

although advantage / disadvantage are 5e rules, they are perfect for pathfinder witch hexes. it would be great to have skill and ability checks work as well from your extension!

thx in advance

Morenu
October 26th, 2023, 16:49
EDIT*** nevermind, did not know I needed to add a damage type to the weapon.*** works with slashing added


Hey there Kel, Know your busy so not a complaint or rush.

I believe your extended automations and overlays breaks DR. 59157 59158

It says it is resisting damage but it doesn't block any damage

Phixation
October 26th, 2023, 21:28
Morenu, does it block slashing, piercing, and bludgeoning damage? cause untyped damage isnt affected by DR. Dunno why it says resisted in that case tho

Morenu
October 26th, 2023, 21:53
Morenu, does it block slashing, piercing, and bludgeoning damage? cause untyped damage isnt affected by DR. Dunno why it says resisted in that case tho

I did not know that. I tested it with No Extensions and DR worked with no damage type. I did not realize it was a feature added by Kel's extension... 59161 this shows with no extension, DR works without defining damage type.

Thanks, I thought I messed up the testing but I just didn't realize it added more specificity. and yes it worked when I added slashing

Kelrugem
October 27th, 2023, 19:06
Hi :)

Sorry for my silence, had to work a lot in the last days :) Next week I am in South Korea to give a talk and for attending a conference and after that everything should hopefully be normal again :) Then I can also play Pen&Paper etc :)

Just to make sure I didn't miss anything: All questions are answered now? :) (thanks for helping each other :) )

(my current position is only a temporary position, and so I have to write applications at the moment and I tried to finish projects for my applications. Thus, I am very busy :) )

Phixation
October 27th, 2023, 23:31
tahl_liadon had one for your extension about adv dis adv just a few posts back that never got answered but the rest got answered

Kelrugem
October 28th, 2023, 06:52
tahl_liadon had one for your extension about adv dis adv just a few posts back that never got answered but the rest got answered

Ah, thanks, about to answer it :)


.
@kelrugem, confirming: there are advantage / disadvantage effects to atk, save, and init in your extension, correct?

i tested: skill and ability checks do not work, correct?

although advantage / disadvantage are 5e rules, they are perfect for pathfinder witch hexes. it would be great to have skill and ability checks work as well from your extension!

thx in advance

I actually think they work for all rolls, you can use keladvantage (expire on next roll or so) to get advantage to any roll :)

Kelrugem
November 12th, 2023, 09:14
Soo, I finally get some life back, and I just wanted to check my extensions regarding compatibility, and... well, my laptop died :D Soon(TM) I push some updates, my laptop is already in repair :)

Kelrugem
November 19th, 2023, 02:02
Short update for the 5e extension (TEMPO): It should still work, so the problem may come from an incompatibility with another extension :) (would be happy then if someone can test; though I will also ask in the corresponding 5E thread to avoid cluttering this one)

tahl_liadon
November 30th, 2023, 02:59
in a middle of a game and don't have time to scourged forum...

anyone know effects for spell focus? i have this one myself and doesn't seem to work:

Spell Focus; IFTAG: spell, necromancy; DC: 1;

Morenu
November 30th, 2023, 04:16
in a middle of a game and don't have time to scourged forum...

anyone know effects for spell focus? i have this one myself and doesn't seem to work:

Spell Focus; IFTAG: spell, necromancy; DC: 1;

I use this for my character with Fire Domain:

IFTAG: spell; IFTAG: fire; CL:2

So, try:

Spell Focus; IFTAG: spell;IFTAG: necromancy; DC: 1

I did it with conjuration and it worked for me

Phixation
November 30th, 2023, 15:35
comma in IFTAG is an OR logic. So you would have to do what Morenu said to get it to check illusion spells and not just all spells and anything with necromancy tag

Morenu
December 6th, 2023, 22:50
Ok, I am trying to set up Smite Evil and have it work with the feat Adept Champion

Smite Evil I have working perfectly (thanks to an example I tweaked a bit) 59426 with the only issue being if the player is a multiclass paladin then LVL needs modified to CL (set CL to the paladin level and change all LVL to CL).

Adept Champion allows you to exchange the Smite Evil Damage to 1/2 the damage towards CMD for 1 round. this works as well: 59425 , except for the first successful hit on a Dragon, outsider or undead where smite evil doubles the damage on that one hit and hence would double the CMD if it is the first successful hit as well.-

I thought putting a custom tag on the smite evil target that gets applied on the first successful hit would be perfect, but I can't figure out.

This works for checking if the first successful attack against the smite target and that target is of the correct type, then apply more damage and then turn off


Smite Evil First Hit Only bonus; IFT: ALIGN(evil); IFT: CUSTOM(Evil to Smite); IFT: TYPE(outsider, dragon, undead); DMG: [LVL]

I would like it to add a tag (part in bold) If that extra damage is applied like this:


Smite Evil First Hit Only bonus; IFT: ALIGN(evil); IFT: CUSTOM(Evil to Smite); IFT: TYPE(outsider, dragon, undead); DMG: [LVL];First Attack Done

and then do the following any time they want to use adept champion (Bolded portion checks for the double damage on the first successful attack):


Adept Champion; IFT: ALIGN(evil); IFT: CUSTOM(Evil to Smite); DMG: [-LVL]; CMB: [HLVL]; IFT: TYPE(outsider, dragon, undead); NIFT: CUSTOM(First Attack Done); CMB: [HLVL]

Any ideas? this is the most complicated I have gotten so far

Phixation
December 7th, 2023, 15:39
Smite Evil First Hit Only bonus; IFT: ALIGN(evil); IFT: CUSTOM(Evil to Smite); IFT: TYPE(outsider, dragon, undead); DMG: [LVL]; EXPIREADD: First Attack Done

First Attack Done must be in the master effect list. make it expire on roll. should be exactly what you are looking for. tho that is an effect from Better combat and not Kels stuff ;)

tahl_liadon
December 7th, 2023, 16:29
i posted this in another thread (https://www.fantasygrounds.com/forums/showthread.php?79384-Effect-Coding-Questions-amp-Answers&p=703269&viewfull=1#post703269)... wondering if anyone can review and provide insight. thx

#####
hey, folks. can someone interpret this coding plz?
Shield of Faith;AC:2 [d6CL3], deflection
my pc is at level (cl) 5 and got ac: 3 when applied... that shouldn't be until 6th level for additional +1?
so is coding incorrect?

a response:
i tested your exact line and only get 2 with a CL 5 spell category. so either you have other effects or another extension is modifying it (odds are rounding up)
#####

Kelrugem
December 8th, 2023, 06:32
i posted this in another thread (https://www.fantasygrounds.com/forums/showthread.php?79384-Effect-Coding-Questions-amp-Answers&p=703269&viewfull=1#post703269)... wondering if anyone can review and provide insight. thx

#####
hey, folks. can someone interpret this coding plz?
Shield of Faith;AC:2 [d6CL3], deflection
my pc is at level (cl) 5 and got ac: 3 when applied... that shouldn't be until 6th level for additional +1?
so is coding incorrect?

a response:
i tested your exact line and only get 2 with a CL 5 spell category. so either you have other effects or another extension is modifying it (odds are rounding up)
#####

Hi :)

I see, I will also test it this weekend if I do not forget it :) Thanks for the report :) And thanks, Phixation, for answering Morenu's question :)

(general sorry that I am so busy right now)

toastsniffer187
December 9th, 2023, 21:09
ok so coding in ADV/DIS How do i code in skill effects and ability checks. I have so far ADVSAV, ADVINIT, ADVATK just need skill and ability

Kelrugem
December 10th, 2023, 04:43
ok so coding in ADV/DIS How do i code in skill effects and ability checks. I have so far ADVSAV, ADVINIT, ADVATK just need skill and ability

I believe I never did specific effect for those (I actually forgot that, I think). For these: Either manually, or use the effect keladvantage :) That effect gives you advantage to everything, so, you should let it expire on next roll

Alternatively: Use the (dis)advantage button in the modifiers window :)

toastsniffer187
December 11th, 2023, 13:35
I believe I never did specific effect for those (I actually forgot that, I think). For these: Either manually, or use the effect keladvantage :) That effect gives you advantage to everything, so, you should let it expire on next roll

Alternatively: Use the (dis)advantage button in the modifiers window :)

Then I need to figure out where the coding for ADVINIT, ADVATK and, ADVSAV are coming from if it's not you. Because those work as intended. Just need ability snd skill check coding.

Morenu
December 12th, 2023, 06:57
Then I need to figure out where the coding for ADVINIT, ADVATK and, ADVSAV are coming from if it's not you. Because those work as intended. Just need ability and skill check coding.

Well my list (link in signature) says they come from Extended automation and overlays (https://forge.fantasygrounds.com/shop/items/1/view) by some guy named Kelrugem, so.. umm.. yeah. 59465

EAaO ADVATK (-) [range]*, opportunity Combat (T), advantage on attack rolls
EAaO ADVINIT (-) - Initiative Advantage on initiative rolls
EAaO ADVSAV (-) [save] Spell (T), advantage on saving throws

Kelrugem
December 12th, 2023, 10:35
Then I need to figure out where the coding for ADVINIT, ADVATK and, ADVSAV are coming from if it's not you. Because those work as intended. Just need ability snd skill check coding.

Sorry, I was unclear :) The mentioned effects are from me, as Morenu mentioned, I just never did some for skills and ability rolls :)

toastsniffer187
December 12th, 2023, 10:44
Sorry, I was unclear :) The mentioned effects are from me, as Morenu mentioned, I just never did some for skills and ability rolls :)

Ok thanks ability rolls and skills would complete the witches abilities and the clerics domain ability a bit of luck.

Kelrugem
December 13th, 2023, 23:14
Ok thanks ability rolls and skills would complete the witches abilities and the clerics domain ability a bit of luck.

I will see what I can do :) Right now still busy with work, but I plan to publish my next paper next week, and then I can hopefully take some days off :) (then I have time for this, time to update my extensions! :D)

Kelrugem
December 16th, 2023, 11:50
There were several new patches for FG, I think and hope that my extensions are still compatible :) Once my work finally slows down I will check that stuff to be very sure :)

bmos
December 17th, 2023, 12:46
There were several new patches for FG, I think and hope that my extensions are still compatible :) Once my work finally slows down I will check that stuff to be very sure :)

The biggest change I saw was the party sheet redesign. Not sure if you get into the PS at all.

Kelrugem
December 20th, 2023, 08:44
The biggest change I saw was the party sheet redesign. Not sure if you get into the PS at all.

Ah, good to know :) I may only need to update StrainInjury then (mostly for the HP labels, but might not have been affected by the recent updates)

Thanks for letting me know :)

Kelrugem
January 12th, 2024, 04:41
Soo, I am finally back! :D I finally got free time again, because I finished my current research project :) (if anyone is interested to see how mathematical research may look like: https://arxiv.org/abs/2401.05966)

I may need some days to get fully back into FG, but I will soon check whether I need to update the extensions for compatibilities and so on :)

Thanks for your patience :)

Kelrugem
January 20th, 2024, 11:09
Sooo, finally a compatibility update with the newest version of FGU! :) (for the extended automation ones and their variants) I also added a code provided by ryan/rhagelstrom for compatibility with his turbo extension :) (sorry for the delay about the latter, I totally forgot that one)

Kelrugem
January 20th, 2024, 13:30
Quick hotfix :)

RobboNJ69
January 20th, 2024, 20:21
Thanks for all the work maintaining this! It is a absolute necessity for our FantasyGrounds gaming.

Kelrugem
January 21st, 2024, 04:46
Thanks for all the work maintaining this! It is a absolute necessity for our FantasyGrounds gaming.

Thanks for the words, I appreciate it :)

You were using StrainInjury, right? That version required a bit more updating; it certainly works alone now, but I had the feeling that it is now incompatible with another extension (I suspect Cohorts&Companions which didn't get any updates recently) :) I still have to investigate a bit :) Just a heads-up that there might be an incompatibility :)

RobboNJ69
January 21st, 2024, 15:56
We're using "StrainInjury plus extended automation and overlays". We are also using the "Cohorts and Companions". I haven't used it yet, but will check that out.

Kelrugem
January 28th, 2024, 06:21
I just uploaded a new version for the StrainInjury extensions :) These should now be compatible with the Combat Highlighter again :) Cohorts and Companions was not the culprit of the incompatibility :)

I think now there should be no errors anywhere, but let me know if you find any incompatibility somewhere :)

RobboNJ69
January 28th, 2024, 18:27
Thanks Kel!

Kelrugem
January 29th, 2024, 23:50
Thanks Kel!

you're welcome :)

Nightwolve5
February 16th, 2024, 22:24
Thanks for the extension, it look like it will be a fantastic addition to the campaign. I am trying to use it for the first time and keep getting this error. The only extensions I have are SmiteWorks official PE1 ext. One theme and one naval combat. Please help when and if you can. Thank you for all the hardwork!
[ERROR] Handler error: [string "..h alternative icons:..r_action_damage.lua"]:1231: attempt to index local 'bImmune' (a nil value)

Elaith
February 16th, 2024, 23:20
Thanks for the extension, it look like it will be a fantastic addition to the campaign. I am trying to use it for the first time and keep getting this error. The only extensions I have are SmiteWorks official PE1 ext. One theme and one naval combat. Please help when and if you can. Thank you for all the hardwork!
[ERROR] Handler error: [string "..h alternative icons:..r_action_damage.lua"]:1231: attempt to index local 'bImmune' (a nil value)

Hey Nightwolve5, I know the extension does not work with the naval combat one - if you remove that it should work fine.

Kelrugem
February 17th, 2024, 06:34
Indeed, my extension is not compatible with naval combat; I am sorry for this! I totally forgot to look into that, but the problem is also that this is an extension from the store and so I often have to ask for access to its code every time there is an incompatibility; in the past it was often also a problem of outdated code in the naval combat extension itself sadly

seanny
February 26th, 2024, 03:13
Tried the advantage/disadvantage extension.

This is fun.

I tried this in 13th Age and also OSE rulesets ,works great.

Thank you very much.


Minor issue I posted in the thread for that .

https://www.fantasygrounds.com/forums/showthread.php?51299-(Prototype)-Extension-for-(dis)advantage&p=709125&viewfull=1#post709125

Kelrugem
February 27th, 2024, 05:58
Tried the advantage/disadvantage extension.

This is fun.

I tried this in 13th Age and also OSE rulesets ,works great.

Thank you very much.


Minor issue I posted in the thread for that .

https://www.fantasygrounds.com/forums/showthread.php?51299-(Prototype)-Extension-for-(dis)advantage&p=709125&viewfull=1#post709125

Thanks, I also answered you there :)

Deslock100
March 6th, 2024, 20:33
Kelrugem what am I missing?
IFTAG: transmutation; SAVE: 2 morale

Does not apply the bonus to save when casting transmutation spells on party members, but
IFTAG: enchantment; SAVE: +2 racial

works just fine when I cast an enchantment spell on party members. Has me somewhat confused.

Deslock100
March 6th, 2024, 20:38
Found it! For whatever reason I had to capitalize The "T" in transmutation to make it work. Odd because I don't have to capitalize any of the other schools that I have in my saves. "Shrug"

Kelrugem
March 7th, 2024, 00:23
Found it! For whatever reason I had to capitalize The "T" in transmutation to make it work. Odd because I don't have to capitalize any of the other schools that I have in my saves. "Shrug"

Hmmm, interesting :) Thanks for the report, I will check that later, too :)

Kelrugem
March 7th, 2024, 05:46
Hi :)

Just a short heads-up: My extensions are not yet compatible with the newest patch :) I wanted to look at that this weekend; I was not able to do it earlier sadly because I was in Europe for holidays and to present my newest research :)

(in particular the toolbar may look borked if you load my extension, that is, the new stuff might be overwritten by my extension :) )

Navigat0r
March 9th, 2024, 13:27
(in particular the toolbar may look borked if you load my extension, that is, the new stuff might be overwritten by my extension :) )




Hello Kelrugem. It is exactly as you say; the toolbar is completely borked when using your extended automation extension. Fgu throws many error messages when attempting to open the toolbar and in my case there were no buttons available to be pressed on the toolbar (no drawing tool, can't remove masks, can't unlock image etc). This is in a clean Pf1e campaign with no other extensions.

Koojoot
March 10th, 2024, 13:45
Hello Kelrugem. It is exactly as you say; the toolbar is completely borked when using your extended automation extension. Fgu throws many error messages when attempting to open the toolbar and in my case there were no buttons available to be pressed on the toolbar (no drawing tool, can't remove masks, can't unlock image etc). This is in a clean Pf1e campaign with no other extensions.

I confirm, the very same thing in my game. Can we do something do help you solve the issue? I'm attaching my compiled log if that's any helpful :)

Kelrugem
March 10th, 2024, 14:20
Thank you for the reports :)

I think I know what to do, just updating the extension, my problem was mainly the lack of time for updating my extensions :) I will let you know once I am done; in the meantime just turn the extension off :)

Kelrugem
March 10th, 2024, 16:16
Just a short heads-up: I still need a bit more time, I am slowly re-understanding how the new toolbar works :) Hopefully I am done in the next days :)

EDIT: But I think I now know how, but bedtime for me now :D Once I got some time on hand, I can implement that :)

GileadBZ
March 11th, 2024, 10:29
Pressing "Toggle Toolbar" in each image to colapse it, the error no longer occurs until you open a new image.
It's not a solution, but doing that we could be able to still playing without turn off the extension.
Thank for your work! We are very grateful!

Morquendel
March 13th, 2024, 21:54
Any chances you update this extension so it works again with the last update (the new buttons aren´t showing)

snupy
March 14th, 2024, 10:38
This is a great extension, provided for free, and there is a post just above by Kelrugem saying that he is aware of the problem and just needs a bit of time. Maybe just have a bit of patience Morquendel, it's not like Kelrugem owes us anything.

Kelrugem
March 14th, 2024, 16:08
Hi all :) Sorry for the delay in updating my extension :)

Got a bit delayed because I still have to write applications for a new job etc.

I already thought that I got a fix for the new toolbar, I merged my buttons into the new toolbar but the buttons are not working, so that I still need more time to figure out how to make them work. So, I can make the buttons show now, just without function :D At latest this weekend I hopefully got enough time to understand the new code :)

Kelrugem
March 14th, 2024, 16:17
This is a great extension, provided for free, and there is a post just above by Kelrugem saying that he is aware of the problem and just needs a bit of time. Maybe just have a bit of patience Morquendel, it's not like Kelrugem owes us anything.

Thanks :)

Though absolutely okay to ask, Morquendel :) I hope I have fixed it soon, thanks for your patience all :)

Morquendel
March 15th, 2024, 13:48
Thanks :)

Though absolutely okay to ask, Morquendel :) I hope I have fixed it soon, thanks for your patience all :)
Happy and fine with this, thanks for the update, was unsure if your still working on this extension.
Just unhappy with myself, that i push the update button with fgu (usually just to get updates on extensions, there really should be an option to stay on your version)

Kelrugem
March 16th, 2024, 08:22
Happy and fine with this, thanks for the update, was unsure if your still working on this extension.
Just unhappy with myself, that i push the update button with fgu (usually just to get updates on extensions, there really should be an option to stay on your version)

Yeah, I totally understand :) I hope to finish the fix now soon, starting to look at it now again; hopefully I figure out how to solve this since my previous attempts were in vain :D

Asgurgolas
March 17th, 2024, 00:18
My rule #1: never click "update" before Kel finished working on upgrading his extensions :D
I just base too much of my games automations on his extensions XD

Koojoot
March 17th, 2024, 02:56
My rule #1: never click "update" before Kel finished working on upgrading his extensions :D
I just base too much of my games automations on his extensions XD

Yeah that's a solid advice to learn from :D

Kelrugem
March 17th, 2024, 08:21
I am sadly not able to solve the toolbar issue :/ I already try it since hours, but it won't work. I simply tried a code provided by Smiteworks on Discord, but that one throws an error; I tried codes from other devs basically doing the same, but also these give errors. Even if I do precisely the same as in the ruleset code, still errors. I absolutely do not understand how to make this work

I have put the question on the discord in the hope that someone is able to help me. If no-one can help, then I sadly have to remove all the overlays until I find a solution; but you could at least use the extension again just without the overlay stuff :)

Whitsend
March 17th, 2024, 17:36
HI Kelrugem
While the loss of the overlays might hurt a bit, the advantage of gaining back the enhanced automation improvements of your extension would be awesome.
Did a gaming session with DR and incorporeal creatures and without your extensions it was a pain when the mythic PC's started to do DR bypasses!
Lots of manual book-keeping to be done.

Whitsend

Whitsend
March 17th, 2024, 17:38
My rule #1: never click "update" before Kel finished working on upgrading his extensions :D
I just base too much of my games automations on his extensions XD

Yeah, I've come to the same conclusion, I've become afraid of the "Update button".

XenusUk
March 17th, 2024, 19:41
HI Kelrugem
While the loss of the overlays might hurt a bit, the advantage of gaining back the enhanced automation improvements of your extension would be awesome.
Did a gaming session with DR and incorporeal creatures and without your extensions it was a pain when the mythic PC's started to do DR bypasses!
Lots of manual book-keeping to be done.

Whitsend

Agree, as the functionality is rather different, it may be easier to maintain separately given potential future FGU code changes.

PaulChatterton
March 17th, 2024, 22:45
I am not even sure what the overlays do. For me, it's the automation and, most importantly, the management of Flatfooted that I use.

dllewell
March 18th, 2024, 00:11
HI Kelrugem
While the loss of the overlays might hurt a bit, the advantage of gaining back the enhanced automation improvements of your extension would be awesome.
Did a gaming session with DR and incorporeal creatures and without your extensions it was a pain when the mythic PC's started to do DR bypasses!
Lots of manual book-keeping to be done.

Whitsend

I agree. While the overlays are nice I would much prefer to have the other automation available.

Kelrugem
March 18th, 2024, 01:14
Thanks for your comments :)

Soo, Mattekure helped me yesterday and the buttons are appearing already :) Now I just have to finish some small things, then it should be okay soon (otherwise I will still remove the overlays for a while). Today I may be rather busy (Chinese language course, and my girlfriend visits me), but at latest tomorrow I am hopefully done updating it :)

(the problem I had with the code was indeed just a sort of syntax-issue in the code)

Asgurgolas
March 18th, 2024, 10:22
I wait with bated breath *.*

Whitsend
March 18th, 2024, 18:38
Thanks for your comments :)

Soo, Mattekure helped me yesterday and the buttons are appearing already :) Now I just have to finish some small things, then it should be okay soon (otherwise I will still remove the overlays for a while). Today I may be rather busy (Chinese language course, and my girlfriend visits me), but at latest tomorrow I am hopefully done updating it :)

(the problem I had with the code was indeed just a sort of syntax-issue in the code)

WOOOT!

ok! That's great news.
Have a good time with the girlfriend!

Orimn
March 18th, 2024, 21:04
Yeah, I've come to the same conclusion, I've become afraid of the "Update button".

I feel you man, It wasn't too long ago there was an update that caused me a ton of grief but by lucky timing our group was on break for a bit and the mod was fixed by the start of our next session

This one though has all of us on a strict "NO UPDATE" policy

It sure would be nice if FG could offer a rollback feature, they can obviously do it because the preview system works like that already

Whitsend
March 19th, 2024, 15:15
I feel you man, It wasn't too long ago there was an update that caused me a ton of grief but by lucky timing our group was on break for a bit and the mod was fixed by the start of our next session

This one though has all of us on a strict "NO UPDATE" policy

It sure would be nice if FG could offer a rollback feature, they can obviously do it because the preview system works like that already


Rollback Feature! Now there's something to put on the DEV's wish list.
For now I keep a copy of the FG in a renamed folder on my backup drive.
I update it once I get all my extensions set up the way I want.
I knew 4.5 was coming and i didn't do a backup--my bad.

Kelrugem
March 19th, 2024, 16:15
Sooo, finally updated! Now the extended automation extensions are hopefully compatible with FG again, thanks a lot for your patience :)

Sorry for the long waiting period, was a bad timing that I was on long holidays while the stuff with the patch was tested and then rolled out :D Then writing applications and so on

Thanks to mattekure for his help with the toolbar, and to Moon Wizard for a sample code regarding the toolbar :) Also thanks to Soxmax for (dis)advantage effects for skills which I will soon explain here (but right now I am hurrying to bed)

PS: I also realized that both versions of the overlays were accidentally the same again for some reason! I adjusted it :) Now the alternative overlays are the ones from tahl_liadon which do not fully cover the tokens, while the other version are the fully covering overlays
(the fully covering overlays were accidentally gone)

Whitsend
March 19th, 2024, 16:17
Woot
I am off work today (Cold) so I'll give the extension some bug-testing. Give me something to do!
Plus I have to edit out all the work around effects I entered to add "Force', etc to weapons etc in order to replicate DRBYPASS.....

Kelrugem
March 19th, 2024, 16:25
Woot
I am off work today (Cold) so I'll give the extension some bug-testing. Give me something to do!
Plus I have to edit out all the work around effects I entered to add "Force', etc to weapons etc in order to replicate DRBYPASS.....

hehe, thanks for testing :D The toolbar error is gone, but I appreciate any testing especially regarding the overlays :)

The players also see these buttons now in the toolbar even though my code should prohibit that, but that should not be a problem until I adjusted that. I didn't want to postpone the compatibility patch just because of that :)

(but if your overlays disappear all the time, then probably because your players are spamming these buttons! :D)

rmilmine
March 19th, 2024, 16:39
You have an extension that does the equivalent to /rollon but in an effect. Would it be possible to add that to this extension?

Kelrugem
March 19th, 2024, 16:44
You have an extension that does the equivalent to /rollon but in an effect. Would it be possible to add that to this extension?

Oh, I thought it is already in that extension, right? At least it is listed in the forge description of the extended automations :) Or does that one not work anymore?

rmilmine
March 19th, 2024, 17:23
Oh, I thought it is already in that extension, right? At least it is listed in the forge description of the extended automations :) Or does that one not work anymore?

I apologize. Your are correct, I missed it in the list. I thought I searched better than I did.

Whitsend
March 19th, 2024, 18:50
hehe, thanks for testing :D The toolbar error is gone, but I appreciate any testing especially regarding the overlays :)

The players also see these buttons now in the toolbar even though my code should prohibit that, but that should not be a problem until I adjusted that. I didn't want to postpone the compatibility patch just because of that :)

(but if your overlays disappear all the time, then probably because your players are spamming these buttons! :D)


OK, tested Extended Automation with Overlays and Alternative Overlays
Works in all 3 views, and buttons continue to work in all three views.
I've tested as much of the extended automation to make sure it is still working.....and that all looks to be working
I think I also managed to go through my PC's and remove "force" from the DMGTYPE's from where they would be able to bypass DR (They are mythic characters).
Then went back and confirmed ghost touch and bypass were operational----yippee!

If by buttons, if you are meaning the "Clear Save Overlays" and "Clear Wounds Overlays" buttons, that likely is not a problem as all my players are adults and usually act like it :)
But I can see what you mean by the overlays disappearing all the time if the PC's hit the buttons.
We rely on the blood splatter and death markers to track difficult terrain movement......so that is a possible issue if someone clears those.

OK ---for those interested I also did compatibility testing with a lot of extensions---this is the list of what I am currently running all at the same time:
Advanced Charsheet
Advanced Effects
Advanced Item Actions
Attack Modifiers
Attack on Hit Effects
Aura Effects
Clear Dead
Clock Adjuster
Close Encounters
Cohorts and Companions (think there is a bug with this....have to use /console skip to keep error message at bay, but otherwise seems to be working----will be doing more testing to localize that error)
Customized Item Generator
Drain and Permanent Bonuses
Effect Builder
Effect Builder Plugin- 3.5e/Pathfinder
Enhanced Items
Extended AC Bonus Types
Extended Automation and alternative Overlays
Extra Actions
Extra Stat to Saves
Extraplanar Containers
Harrow Deck
Hit Margins
Inventory Identified
Malady Tracker
Mythic Support
Natural Selection
Party Inventory Weight (Party has a portable hole, so not such a big issue now)
Requested Rolls
Size Changes
Spell Action Info
Spell Failure
Spell Record Actions
Turbo
Upgrade NPC Actions
THEME: FG Dark (customized for colors and to make the buttons show up better- thanks to help from rmilmine for showing me where the assets were and how to edit them safely)
Always Sensitive Visibility
Automatic XP Advancement
Combat Modifier Calculation
Constant Effect Apply
Core RPG - Better Menus
Enhanced Items for 3.5E and Pathfinder
Mirror Image Handler
Remove Effect Tag
Select On Turn

So, a lot of good programming out there as these extensions all seem to meld nicely.
Only bug I am now chasing is that when I open an NPC Sheet I get the console dropdown with an error message---but everything seems to work right. Using "/console skip" eliminates the issue for playability....
So when you see my earlier post of why I am afraid of the "UPDATE" button being red, you know why!

Whitsend.

marceo
March 19th, 2024, 18:51
thank you very much for your work! :)


Sooo, finally updated! Now the extended automation extensions are hopefully compatible with FG again, thanks a lot for your patience :)

Sorry for the long waiting period, was a bad timing that I was on long holidays while the stuff with the patch was tested and then rolled out :D Then writing applications and so on

Thanks to mattekure for his help with the toolbar, and to Moon Wizard for a sample code regarding the toolbar :) Also thanks to Soxmax for (dis)advantage effects for skills which I will soon explain here (but right now I am hurrying to bed)

PS: I also realized that both versions of the overlays were accidentally the same again for some reason! I adjusted it :) Now the alternative overlays are the ones from tahl_liadon which do not fully cover the tokens, while the other version are the fully covering overlays
(the fully covering overlays were accidentally gone)

bmos
March 19th, 2024, 23:43
Only bug I am now chasing is that when I open an NPC Sheet I get the console dropdown with an error message---but everything seems to work right.
You should post the error, maybe someone will recognize the script name and can point you to the right extension.

Whitsend
March 20th, 2024, 00:17
You should post the error, maybe someone will recognize the script name and can point you to the right extension.

Hi BMOS,

I was able to isolate the error to "NPC and Companions"
I sent an email to the extension author, MostTornBrain

I'm pretty sure it has to do with the handling of the portrait/token inputs.
Something changed in the character sheet for NPC's has triggered an anchor error for something that no longer exists.
QUOTE:
[ERROR] window: Control (cohorts] anchoring to an undefined control (contentframe) in windowclass (npc)
Endquote
Blocking the error message shows that the error isn't fatal...all other functionality of the extension seems to work....still playing with it to try and narrow down what the extension problem is to allow author to fix.

However, last update was 561 days ago so I'm worried that the author is not active.

I should have time to dig into the extension, perhaps with rmilmine's help, to root out the error and fix it and offer it up for users.

Also, just checked and there is a thread:
https://www.fantasygrounds.com/forums/showthread.php?72678-Cohorts-and-Companions-Pathfinder-1e

and a helpful soul by the name of DonE66 is working on it and has a patch to the extension that eliminates the anchoring error but removes some functionality (NPC having a cohort)...that won't matter in my campaign.

Whitsend.

The Judge
March 20th, 2024, 00:19
Whitesend, I found this worked for me but I also see you mentioned fixing it too. In response to your earlier thoughts;

"Cohorts and Companions (think there is a bug with this....have to use /console skip to keep error message at bay, but otherwise seems to be working----will be doing more testing to localize that error)"

Try this
https://www.fantasygrounds.com/forums/showthread.php?72678-Cohorts-and-Companions/page7

Kelrugem
March 20th, 2024, 08:37
I apologize. Your are correct, I missed it in the list. I thought I searched better than I did.

Ah, absolutely no problem :) I actually also forget some features over time, in particular those which I added after a user request and which I am not using so often myself :D Actually, after you asked, I had to check the Forge page to see whether I merged these extensions :D (For me personally one of the other great things with the Forge; one can use it as a handbook for extensions)


If by buttons, if you are meaning the "Clear Save Overlays" and "Clear Wounds Overlays" buttons, that likely is not a problem as all my players are adults and usually act like it :)
But I can see what you mean by the overlays disappearing all the time if the PC's hit the buttons.
We rely on the blood splatter and death markers to track difficult terrain movement......so that is a possible issue if someone clears those.

Thanks for your testing :)

About the death markers: These should not be affected by my buttons, my buttons are mostly about the overlays :) (in particular to reset their behaviour if overlays do not appear anymore, as it can happen when you close the campaign while there are tokens with overlays on a map; then it can happen that the overlays are "blocked" for a while when you restart the campaign later on. Some open issue I was not yet able to solve; I have to figure out how to rerender overlays after a restart :) ) Really turning off overlays is only possible via the settings and players cannot affect this part of the settings :) And I actually think that the buttons may actually not do anything on the players' side besides being clickable :D So, I think there are no worries besides that it would look better if there are none of these buttons for the players :)

Orimn
March 20th, 2024, 21:47
OK, tested Extended Automation with Overlays and Alternative Overlays
Works in all 3 views, and buttons continue to work in all three views.
I've tested as much of the extended automation to make sure it is still working.....and that all looks to be working
I think I also managed to go through my PC's and remove "force" from the DMGTYPE's from where they would be able to bypass DR (They are mythic characters).
Then went back and confirmed ghost touch and bypass were operational----yippee!

If by buttons, if you are meaning the "Clear Save Overlays" and "Clear Wounds Overlays" buttons, that likely is not a problem as all my players are adults and usually act like it :)
But I can see what you mean by the overlays disappearing all the time if the PC's hit the buttons.
We rely on the blood splatter and death markers to track difficult terrain movement......so that is a possible issue if someone clears those.

OK ---for those interested I also did compatibility testing with a lot of extensions---this is the list of what I am currently running all at the same time:
Advanced Charsheet
Advanced Effects
Advanced Item Actions
Attack Modifiers
Attack on Hit Effects
Aura Effects
Clear Dead
Clock Adjuster
Close Encounters
Cohorts and Companions (think there is a bug with this....have to use /console skip to keep error message at bay, but otherwise seems to be working----will be doing more testing to localize that error)
Customized Item Generator
Drain and Permanent Bonuses
Effect Builder
Effect Builder Plugin- 3.5e/Pathfinder
Enhanced Items
Extended AC Bonus Types
Extended Automation and alternative Overlays
Extra Actions
Extra Stat to Saves
Extraplanar Containers
Harrow Deck
Hit Margins
Inventory Identified
Malady Tracker
Mythic Support
Natural Selection
Party Inventory Weight (Party has a portable hole, so not such a big issue now)
Requested Rolls
Size Changes
Spell Action Info
Spell Failure
Spell Record Actions
Turbo
Upgrade NPC Actions
THEME: FG Dark (customized for colors and to make the buttons show up better- thanks to help from rmilmine for showing me where the assets were and how to edit them safely)
Always Sensitive Visibility
Automatic XP Advancement
Combat Modifier Calculation
Constant Effect Apply
Core RPG - Better Menus
Enhanced Items for 3.5E and Pathfinder
Mirror Image Handler
Remove Effect Tag
Select On Turn

So, a lot of good programming out there as these extensions all seem to meld nicely.
Only bug I am now chasing is that when I open an NPC Sheet I get the console dropdown with an error message---but everything seems to work right. Using "/console skip" eliminates the issue for playability....
So when you see my earlier post of why I am afraid of the "UPDATE" button being red, you know why!

Whitsend.

Iv'e been using Fantasy Grounds for a couple years now, and I've collected most of these add-ons as well
They make PF1 so much easier to run, but I had a question, I ran across the TURBO mod maybe six or so months ago and thought, I'll give it a try and see if it's beneficial
And by that point I had learned to back everything up before messing around and I'm glad I did because TURBO completely destroyed my campaign

I tested it and it threw up a mountain of errors, and so I removed it and it was still completely corrupted
Maybe it was during a patch time when something was wrong?

But I wanted to ask your opinion on it, does it really help?

Morquendel
March 20th, 2024, 22:22
Thank you for todays update :)

Elaith
March 21st, 2024, 02:47
OK, tested Extended Automation with Overlays and Alternative Overlays
Works in all 3 views, and buttons continue to work in all three views.
I've tested as much of the extended automation to make sure it is still working.....and that all looks to be working

Whitsend.

Hey Whitsend,

When you tested the buttons, does that include the "Clear targets, Target friendly Units, and Target Enemy Units" buttons? As those are not working for me at all. And this is with just the overlays mod active. It does not even work as a GM.

-Elaith

Correction: Those buttons do not work with any mods loaded. This for for PF1e, can someone else confirm, to make sure it is not something on my end - Thanks.

Kelrugem
March 21st, 2024, 03:04
Hey Whitsend,

When you tested the buttons, does that include the "Clear targets, Target friendly Units, and Target Enemy Units" buttons? As those are not working for me at all. And this is with just the overlays mod active. It does not even work as a GM.

-Elaith

Correction: Those buttons do not work with any mods loaded. This for for PF1e, can someone else confirm, to make sure it is not something on my end - Thanks.

Did you have any enemy token etc. on the map, and did you select a token on the map? You have to have a token selected and, I think, these buttons only select the corresponding targets on the same map :) (but I didn't test it yet, maybe there is indeed a problem in the base ruleset)

My extension should certainly not overwrite these buttons (in fact, it did originally, but with the newest patch I do not need to overwrite the whole toolbar anymore; in that sense the new FG patch helped me making my extension more compatible) :)

Elaith
March 21st, 2024, 03:09
Yep I had a few PC / Enemy Mobs, made sure the token was selected, then hit the target all / clear targets, and nothing. But I am quite sure it is not this mod, as I turned everything off, and still having issue. Just trying to get a confirmation it is not me, but I am going to make a post in the forums about this, as it appears to be an issue after the latest update.

*Update* I reported this in healing hands forum, and a Dev was able to replicate.

Whitsend
March 21st, 2024, 22:15
Hey Whitsend,

When you tested the buttons, does that include the "Clear targets, Target friendly Units, and Target Enemy Units" buttons? As those are not working for me at all. And this is with just the overlays mod active. It does not even work as a GM.

-Elaith

Correction: Those buttons do not work with any mods loaded. This for for PF1e, can someone else confirm, to make sure it is not something on my end - Thanks.


I noticed last night during our game session that the Target Allies and Target all Enemies and clear buttons were not functional. The Select button was working fine.

When I tested I was checking I was focused on the map control buttons that were previously non-functional.
I was focused on a lot of Extension compatibility checks....so I missed this...the Buttons' click but don't do anything.

My Bad
I see a fresh update...time to back up my FGU ....
Back to testing!....
OK-- as a GM ALL THE BUTTONS ARE WORKING......including "Target Allies", "Target Foes" and "Clear Targeting"
So, now I have to log into my own game and see if it works as a player

Whittsend.

Whitsend
March 21st, 2024, 22:22
Iv'e been using Fantasy Grounds for a couple years now, and I've collected most of these add-ons as well
They make PF1 so much easier to run, but I had a question, I ran across the TURBO mod maybe six or so months ago and thought, I'll give it a try and see if it's beneficial
And by that point I had learned to back everything up before messing around and I'm glad I did because TURBO completely destroyed my campaign

I tested it and it threw up a mountain of errors, and so I removed it and it was still completely corrupted
Maybe it was during a patch time when something was wrong?

But I wanted to ask your opinion on it, does it really help?

It's supposed to mainly help with 5E code,
We really should take this over to https://www.fantasygrounds.com/forums/showthread.php?77286-Turbo-Multiple-Rulesets
- I've only started using this lately when I saw that it was finally compatible with Extended Automation et al., so I'm still on the fence.
-But my group did another change at the same time to LAN (TCP/IP) Gaming instead of cloud gaming and we noticed an improvement in latency
-I "THINK" it helps and will be trying a session without it and one with it to see if anyone notices.....

Whitsend
March 21st, 2024, 23:15
ok,
Did some MORE testing.
As a GM I confirmed EVERY Button on the map works.....though I'm not sure what the "Clear Save Overlays" does.

As a PLAYER logged into my own game, the "Target Enemies" button is non-functional......now the test really begins as I'll unload each of my extensions to see if there is a conflict.

Kelrugem
March 22nd, 2024, 00:01
ok,
Did some MORE testing.
As a GM I confirmed EVERY Button on the map works.....though I'm not sure what the "Clear Save Overlays" does.

As a PLAYER logged into my own game, the "Target Enemies" button is non-functional......now the test really begins as I'll unload each of my extensions to see if there is a conflict.

There are overlays for showing whether a spell failed (due to saves or whatever) :) This button erases those overlays :) But these get also cleared when moving the turn to the next actor :)

Whitsend
March 22nd, 2024, 01:19
OK, that explains why I never used it.......I never considered the need to erase that overlay!

KevenSimmons
March 23rd, 2024, 13:13
We just noticed last night, and verified in an otherwise empty PF1 sandbox campaign test, the SKILL tag for effects are not being processed when the "Extended automation and alternative overlays" is loaded.

Kelrugem
March 23rd, 2024, 15:52
We just noticed last night, and verified in an otherwise empty PF1 sandbox campaign test, the SKILL tag for effects are not being processed when the "Extended automation and alternative overlays" is loaded.

Thanks for your report! :) Indeed, I implemented Soxmax's code for the (dis)advantage effects for skills wrong.

I reuploaded the extensions, now everything should work again :) And this reminds me to tell you about new skill effects made by Soxmax! :D We now have (dis)advantage effects for skills:



ADVSKILL
(-)

[skill], [ability]
Advantage on skill rolls


DISSKILL
(-)

[skill], [ability]
Disadvantage on skill rolls

tahl_liadon
May 17th, 2024, 15:43
.
hey, Kelrugem! how goes it? hope things are well with you :-)

a friend* and i discussed a spell and how to set up effects for it. my goal is to see if it can be as "automated" as possible.

i wonder if you would consider worth adding a new variable (size) to your extension:

system: pf1
spell: black tentacles (https://www.d20pfsrd.com/magic/all-spells/b/black-tentacles/)

cmb and cmd formulas per core rulebook:

CMB = Base attack bonus + Strength modifier + special size modifier
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers

however, this spell has cmb / cmd formulas vs. opponent(s) that are different from the caster's cmb / cmd:

"When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus.... The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB."

the original effects from spellbook module* included only the cmb -- grabbing the caster's stats:
CMB: [-BAB]; CMB: [-STR]; CMB: 5 [CL];

i recommended to add the cmd effects as well, like this:
CMD: [-BAB]; CMD: [-STR]; CMD: [-DEX]; CMD: 15 [CL];

one thing that's missing in the above is being able to affect size; the above assume a medium size caster. so if a huge creature would cast the spell, the +2 size (or a small caster at -1 size) is not taken into consideration (get "zeroed out"). that in mind, a new size variable would account for it:

CMB: [-BAB]; CMB: [-STR]; CMB: [-size]; CMB: 5 [CL];
CMD: [-BAB]; CMD: [-STR]; CMD: [-DEX]; CMB: [-size]; CMD: 15 [CL];

i think this size variable could be useful for other effects as well. let me know what you think. thx



* author to the spellbook module (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook)

Kelrugem
May 20th, 2024, 01:44
Aah, I see, thanks for the suggestion I will look at it :)

Did you already check whether the size extension for 3.5E/PF1 already helps with such things? :)

tahl_liadon
May 20th, 2024, 01:51
Aah, I see, thanks for the suggestion I will look at it :)

Did you already check whether the size extension for 3.5E/PF1 already helps with such things? :)


i do see a use of it here (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects) as a conditional operator, but i don't think it behaves as i suggested. i could be wrong.

Kelrugem
May 24th, 2024, 05:59
i do see a use of it here (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects) as a conditional operator, but i don't think it behaves as i suggested. i could be wrong.

I meant the Size extension of SoxMax :) Sadly I cannot send a link right now, because the FG website and the forge website are loading extremely slowly on my end all the time, which makes navigating this website currently very difficult :D

(in fact, I already tried to answer you since days but to no avail because of that issue with the FG website on my end :D)