PDA

View Full Version : PFRPG2 ruleset - Release 16 now in "live'!



Trenloe
May 12th, 2020, 11:40
There's a lot of changes being added to the next release of the Pathfinder Second Edition ruleset (PFRPG2).

This is to better cater for ancestry and class data (heritages, deities, domains, arcane schools, bloodlines, etc., etc. - there's a lot of these). Move towards more NPC automation options. Expand on the effects subsystem and how it ties in with saving throws.

This will be added to the test channel over the coming weeks. There's a lot of moving parts (especially where it impacts DLC) and so will be introduced in stages.

More info in this post and the next two.

An overview video is available here: https://youtu.be/wtvApvfTkes

BUGS / GOTCHAS


PERS application and flat check rolling: the chat window will show the damage application and flat check in the chat window after the [TURN] change notification. This has no adverse mechanical effect on the persistent damage process.
PERS flat check rolls are always done automatically. A future release will have the ability to turn this off so that the players can roll - but this will make the process manual. I envisage most people will keep automatic rolls. Work around - set the DC of the PERS effect in the CT to 21 - this will still trigger the auto roll, but 21 on a flat check isn't possible, so the PERS effect will never be removed - allowing the players to roll their own flat checks manually.
For any effect other than PERS, the DC set in the effect is purely for information only. It provides information to the players and GM about any DC value related to the effect. For example, the DC needed to escape from the grabbed condition, the save DC needed for an ongoing damage effect (DMGO, not PERS). For effects other then PERS, there's no automation attached to these (yet), they are just for reference so that the DC related to the effect is readily available if actions are taken to address the condition/effect.
The "Extra traits" section in the Effect DC details window doesn't do anything. It will be removed in release 17.
There is currently a bug where DMGO or PERS effect actions won't trigger at the end of an init slot where the effect "Init to adjust on" is the same as the init slot. This is fixed in release 17. Workaround - change the init to adjust on value to something other than init slot of the actor the effect is applied to.

Trenloe
May 12th, 2020, 11:40
Some info on what is available.

Multiple attack penalties (MAP)

The following screenshot gives an idea of the upcoming additions.


Buttons linked to the Multi Attack buttons in the Modifier window. These buttons can be dragged to the hotkey bar and will sync their status with the Modifier Window. The multi attack buttons (in the CT, on the hotkey bar or in the Modifier Window) must be used to take advantage of the MAP effects (#3 below).
When using the MAP buttons and effects with PCs make sure you roll from the first attack entry - the second and third (or more) entries don't use the MAP buttons or effects - FG assumes you're overriding them by using these attacks. For NPCs just roll the attack as normal and the button will be applied.
There are three new effects: MAP, MAP2 and MAP3. MAP applies the penalty to the second attack and twice the penalty to 3 or more attacks. e.g. MAP:-3 would apply -3 to the second attack and -6 to the third+ attack. MAP2 overrides MAP for just the second attack, MAP3 overrides MAP for just the third+ attacks. Note: MAP:-3 is the same as MAP2:-3;MAP3:-6 These effects should be applied assuming a non-agile weapon attack - the FG ruleset will add 1 or 2 to the penalty if the weapon making the attack has the agile trait.
These effects can be targeted using the usal FG targeting system and custom conditions.
Some examples of results using MAP buttons and effects.


The examples show a Ranger's Hunter's Edge - Flurry ability. Where the Multi-Attack-Penalty is -3/-6 when attacking their prey - in this case, any target with the custom condition "Robin's Hunt Prey". The attack penalty used is shown in the roll and result. Note that the attacks against the Goblin Commando have the modified MAP of -3/-6 (due to the targeted custom condition), but the attack agains the Goblin Warrior uses the standard MAP.

These buttons and effects can be used with PCs or NPCs. For PCs they will only work if the first attack roll is used from their weapon entry (not the second or third weapon attack entry). They work with attack actions (spell and weapon) from a spell entry.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35233

Effect additions

There are a couple of additions to the effect functionality in release 16:

The ability to track a DC related to the effect.
The ability to set on effect to decrement the duration at the end of the turn, not the start.


These are covered in the final section of the video linked in post #1.

Effect DC

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37030

A related DC can now be set in the effect details window (#1 above) or in the CT once the effect has been applied (#3 above).

In the effect window there are different options for the DC: Fixed, Spell/Class DC, CL, CL/2 and Flat Check. Fixed and Flat Check require a number to be entered in the number field (#2 in the screenshot above). Spell/Class DC, CL and CL/2 take a base value from the spell class header and then a modifier can be applied in the number field (#3). Spell/Class DC = 10 + the Spell Roll value in the spell section header, CL = 10 + the CL value in the CL field in the spell section header +the ability modifier set in the spell section header, CL/2 = 10 + half the CL value in the CL field in the spell section header + the ability modifier set in the spell section header.

Note: For any effect other than PERS, the DC set in the effect is purely for information only. It provides information to the players and GM about any DC value related to the effect. For example, the DC needed to escape from the grabbed condition, the save DC needed for an ongoing damage effect (DMGO, not PERS). For effects other then PERS, there's no automation attached to these (yet), they are just for reference so that the DC related to the effect is readily available if actions are taken to address the condition/effect.

The "Extra traits" section in the Effect DC details window doesn't do anything. It will be removed in release 17.

Duration reduces at End of Round

By default any effect duration in the combat tracker (CT) will reduce at the start of the initiative slot equal to the init value to adjust on in the effect in the CT.

This new functionality allows the effect duration to reduce at the end of the initiative slot with the init value to adjust on. This can be toggled in three places (refer to the screenshot below):


The "Reduce Duration" field in the effect details window in the actions tab.
The Start/End button in the effect summary line in the action tab,
The Start/End toggle once the effect is applied to the combat tracker.


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37031

Trenloe
May 12th, 2020, 11:40
Notes on this release:

Added:
- allow drag/drop of Heritage to PC sheet.
- lookupdata records and functionality for Heritages, Conditions, Deity, Domain and Effect
- added double-click trait lookup to grouped lists.
- added trait lookup to PC traits field.
- added "Self" targeting option to cast, damage and heal action.
- Effect option to experimental NPC ability automation.
- Tooltip to experimental NPC ability automation.
- The ability to show information on Range and Reload NPC attack info from the Core Rules module.
- Multi attack #2 and #3 buttons to the Combat Tracker. These sync with the Modifier window.
- Effect duration reduced at the end of the actor's turn option.
- MAP (multi attack penalty) effect added (see post #2).
- PERS (persistent damage) effect rolls for flat check 15 DC at end of turn.
- DC entry to effect actions and an effect entry in the CT. Currently only used for PERS expiry flat check.
- Frightened condition value reduces by 1 at the end of the turn, unless the duration isn't 0.
- Custom grouped list fields.
- Lost Omens Character Guide to campaign setup "Lost Omens Setting" list.
- "flatcheck" ruleset action.
- ALT-click on Effect window condition button to get Core Rules appendix text displayed. Must have the Core Rules module open.

Changed:
- PC ability automation applied icon position to the left of the name.
- Previous single trait double-clock now shows info to all traits on the line.
- slight formatting change to Save action window layout
- Chargen tracker message format when adding an Ancestry, Background, Class or Heritage to a PC.
- Drag/Drop of modifier buttons to hotkey bar no longer displays the modifier button icon behind. [+/-] added to the button text instead.

Removed:
- ten minute exploration activity from PC right-click menu. This option remains for the GM in the combat tracker.

Fixed:
- Crash when doing a trait lookup with approx 500 (or more) traits in the campaign.
- RS2.086 ALIGN conditional effects not operating correctly
- RS2.087 SIZE conditional effects not working for creatures with a rarity trait
- RS2.088 Jotun language mispelled as Jotan
- RS2.091 FGU - Level indicator background colour in campaign data lists always white
- RS2.092 NPC attack strings with punctuation don't work - e.g. Nolly's hoe

Pepor
May 12th, 2020, 14:30
It looks promising! Thanks Trenloe!

Surge
May 12th, 2020, 14:53
Sounds brilliant. Thanks for your efforts Trenloe!

Larsenex
May 12th, 2020, 17:27
This is great! I will have to see it in action on how the MAP is applied. It sounds like I can hit the MAP button once from the hot bar and the attacks I use after will have MAP correctly applied to that series of attacks until I switch attackers.

Can the GM apply this MAP to players attacks if they are up on the CT for attacks?

Trenloe
May 12th, 2020, 17:43
It sounds like I can hit the MAP button once from the hot bar and the attacks I use after will have MAP correctly applied to that series of attacks until I switch attackers.
This button is no different than the multi attack button currently in the Modifier Window. They reset to off after each attack.


Can the GM apply this MAP to players attacks if they are up on the CT for attacks?
Modifier buttons only apply to rolls on the FG instance they are set. So, if the GM is rolling from a character sheet, they use the buttons. If a player is rolling from their character sheet, that player uses the buttons.

Experiment with the buttons currently in the Modifier window to see how they work.

Sasmira
May 13th, 2020, 00:19
Excuse me if Im a kinda dumb ... but we aren't already in Release 15 on the live channel ?
https://puu.sh/FJFpm/c6a10e1396.png

/me is lost in Fantasygrounds !!!!

Surge
May 13th, 2020, 01:02
There is an issue I have with the MAP modifier buttons. I have dragged them to some hotkeys so I can use them with ease (which is great), but they are not added to the modifier stack like manual mods, which means there is no feedback when they are pressed. It would be nice if there was some kind of feedback/indicator to the user that the modifier is active without having to open the whole Modifiers window.

Trenloe
May 13th, 2020, 08:59
It would be nice if there was some kind of feedback/indicator to the user that the modifier is active without having to open the whole Modifiers window.
You’ll get that feedback via the new MAP buttons at the top of the CT, as well as the modifier window.

Trenloe
May 13th, 2020, 08:59
Excuse me if Im a kinda dumb ... but we aren't already in Release 15 on the live channel ?
https://puu.sh/FJFpm/c6a10e1396.png

/me is lost in Fantasygrounds !!!!
FG Clasic or Unity?

Sasmira
May 13th, 2020, 09:00
FG Clasic or Unity?

Unity

https://www.resizup.com/images/2020/05/13/7b7e35505b.md.jpg (https://www.resizup.com/image/bmzCy)

Trenloe
May 13th, 2020, 11:54
Excuse me if Im a kinda dumb ... but we aren't already in Release 15 on the live channel ?
https://puu.sh/FJFpm/c6a10e1396.png

/me is lost in Fantasygrounds !!!!
Thanks for the heads up. Looks like there was a release pushed from the FG version control to FG Unity live for a ruleset change from the main FG devs. But it also pushed a bunch of incremental changes I'd checked in. I'll have to skip that release number then...

Thanks for the heads up.

Sasmira
May 13th, 2020, 12:59
Thanks for the heads up. Looks like there was a release pushed from the FG version control to FG Unity live for a ruleset change from the main FG devs. But it also pushed a bunch of incremental changes I'd checked in. I'll have to skip that release number then...

Thanks for the heads up.

No problem Mr. T :D

Trenloe
May 21st, 2020, 17:47
Release 16 is now in the test channel. Lots of updates (see post #3).

If some folks have time to do some testing on this over the next week, please do and let me know how it goes.

One gotcha - if you've made custom Heritages they won't be visible. Heritages have now moved to the new lookupdata generic data store.

Core Rules have been updated to include lookup data for Conditions (ALT-click on the button in the Effect window, or double-click on a condition in the CT to see it's Appendix text) and Heritages. Lost Omens Character Guide - Player Guide has been updated with the new format heritages.

MaxAstro
May 21st, 2020, 23:34
Regarding the flat check to end persistent damage - will there be support for the "assisted recovery" rules? In other words, can we apply an effect or something to reduce the DC of the flat check to 10 in that case?

Trenloe
May 22nd, 2020, 07:54
Regarding the flat check to end persistent damage - will there be support for the "assisted recovery" rules? In other words, can we apply an effect or something to reduce the DC of the flat check to 10 in that case?
The GM will manually adjust the DC in the CT. It's a new field. If there's no value for PERS it assumes the flat check DC is 15. I haven't decided if I'm going to do anything other than a manual edit for assisted recovery.


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35910

Surge
May 22nd, 2020, 19:22
The GM will manually adjust the DC in the CT. It's a new field. If there's no value for PERS it assumes the flat check DC is 15

Is there a way to disable the auto rolling? Some players enjoying rolling things themselves. Or does it only work for NPCs (as I can't seem to get it to work on a PC).

It also seems to only work with the PERS keyword, which makes me wonder why the tooltip says "Effect DC (if relevant)". If it only works for PERS, then surely it is always relevant?

Also, the tooltip for this new field confused me a bit. It says "F = Flat check", which I first read as you needing to give it a value of F to make it so, but it turns out you can't and it is always a flat check. I'm therefore guessing that it is just informing the user that it is a flat check, in which case I would suggest not wording it like that?

Some other things I've noticed (these are also the case in the current Live Release 15):

https://i.imgur.com/Tyg8owq.png


One final thing to report on my brief test of Release 16. When I first opened a PCs Action tab, I got the follow errors reported in the console.


[5/22/2020 6:43:41 PM] FGU v4.0.0 ULTIMATE (2020-05-20)
[5/22/2020 6:43:41 PM] Launcher scene starting.
[5/22/2020 6:43:47 PM] Starting private server mode. [(192.168.1.65:1802) (fe80::f547:7b75:95c:203e:1802)]
[5/22/2020 6:43:48 PM] Game server started. [192.168.1.65:1802]
[5/22/2020 6:43:48 PM] Launcher scene exiting.
[5/22/2020 6:43:48 PM] Tabletop scene starting.
[5/22/2020 6:43:58 PM] Loaded FreeType library version 2.10.2
[5/22/2020 6:44:13 PM] [WARNING] template: Could not find template (groupbox) in class (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (currentday) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (currentmonth) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (currentyear) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (addall) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (timesep3) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (upall) in windowclass (chattime)
[5/22/2020 6:44:14 PM] RULESET: Pathfinder RPG Second Edition ruleset v3.3.10 (PF2 release 16) for Fantasy Grounds
Copyright 2020 Smiteworks USA, LLC
[5/22/2020 6:44:14 PM] RULESET: CoreRPG ruleset v3.3.11 for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
[5/22/2020 6:44:14 PM] EXTENSION: PFRPG2 Better Save Descriptions v0.2.\rCopyright 2020 Smiteworks USA, LLC.
[5/22/2020 6:44:14 PM] EXTENSION: Extension (Clock Adjuster) loaded.
[5/22/2020 6:44:14 PM] EXTENSION: Extension (Overlay PF2) loaded.
[5/22/2020 6:44:14 PM] EXTENSION: Spell Level Damage v1.0 loaded.
[5/22/2020 6:46:15 PM] [WARNING] Frame charsheet contains out-of-range values in BottomLeft.
[5/22/2020 6:46:15 PM] [WARNING] Frame charsheet contains out-of-range values in Bottom.
[5/22/2020 6:46:15 PM] [WARNING] Frame charsheet contains out-of-range values in BottomRight.
[5/22/2020 6:46:15 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

Trenloe
May 23rd, 2020, 11:20
Thanks for doing some testing!


Is there a way to disable the auto rolling? Some players enjoying rolling things themselves. Or does it only work for NPCs (as I can't seem to get it to work on a PC).
It should work for PCs and NPCs. There is not a way to disable it in the test version - as I want it to be tested. There will be an option to disable the auto-roll later - but this will mean that it has to be handled 100% manually (like it is now).


It also seems to only work with the PERS keyword, which makes me wonder why the tooltip says "Effect DC (if relevant)". If it only works for PERS, then surely it is always relevant?
As mentioned in post #3: "DC entry to effect actions and an effect entry in the CT. Currently only used for PERS expiry flat check." The DC field is always visible for all effects, and is a way of tracking any related DC to an effect/condition - some won't have a DC, but some will. Immobilized and Sickened are two good examples, plus stages of an affliction. As this is purely in the first stages of test the DC field is informational for all effects/conditions except PERS. Hence the wording of the tooltip.


Also, the tooltip for this new field confused me a bit. It says "F = Flat check", which I first read as you needing to give it a value of F to make it so, but it turns out you can't and it is always a flat check. I'm therefore guessing that it is just informing the user that it is a flat check, in which case I would suggest not wording it like that?
See the previous paragraph for the various uses of the DC field. Some non-standard effect/conditions DCs may be flat checks, others may not. The F is important to determine the type of check - as mentioned in the tooltip. I've changed the wording of the tooltip slightly.


Some other things I've noticed (these are also the case in the current Live Release 15):

https://i.imgur.com/Tyg8owq.png
Thanks for reporting all of these Unity issues.


One final thing to report on my brief test of Release 16. When I first opened a PCs Action tab, I got the follow errors reported in the console.


[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

Thanks for reporting - I'll update the ruleset to avoid this error.

Surge
May 23rd, 2020, 14:49
Ah okay, thanks for the explanation.

I really appreciate all the work you're putting into this.

Saeval
May 31st, 2020, 09:19
In the core rule book (pg. 55) there's a sidebar that talks about half elves and half orcs coming from races other than humans and how to do that mechanically, which was basically the precursor to the versatile heritages like Tiefling and Aasimar. Is there any plan to move those to the versatile heritage entry since they're allowed to be used that way or are they staying within the human ancestry? I'm asking because I had a half-elf / halfling in a friends game and it would be much easier to make if they were versatile heritages when we transfer our game to Fantasy Grounds.

Trenloe
May 31st, 2020, 10:35
In the core rule book (pg. 55) there's a sidebar that talks about half elves and half orcs coming from races other than humans and how to do that mechanically, which was basically the precursor to the versatile heritages like Tiefling and Aasimar. Is there any plan to move those to the versatile heritage entry since they're allowed to be used that way or are they staying within the human ancestry? I'm asking because I had a half-elf / halfling in a friends game and it would be much easier to make if they were versatile heritages when we transfer our game to Fantasy Grounds.
Any changes made to official Paizo product data will be in line with those products. Unless Paizo specifically make Half-Elf and Half-Orc a versatile heritage, they won't be implemented as such.

That being said, the "drag/drop of heritages to PC sheet" added functionality in release 16 (listed in post #3) allows you the flexibility of adding any heritage you want to a PC, so you essentially get this anyway. The heritages just won't be listed in the Heritage selection window, you'd need to cancel the selection window then drag/drop the required heritage to the PC sheet.

MaxAstro
May 31st, 2020, 16:32
For now you can also just manually add the appropriate abilities. I have a half elf/half orc in one of my games and that's what I've done.

Saeval
June 1st, 2020, 03:24
As long as I have the ability to drag and drop the heritage when the new update comes out that will work fine for our group, all the new features and work being put into this ruleset has been phenomenal and my group and myself greatly appreciate the work put in by the developers and the community as a whole. I was torn between what to run when my current Savage Worlds Star Wars game ends and all this work and the new products coming out make me very excited to jump back into Pathfinder 2e on here, I haven't run it since the playtest so I'm excited to dive in to the new features

Trenloe
June 1st, 2020, 16:47
I've been told that the release 16 update to live should be going ahead this week. It involves updates to the ruleset (see the first 3 posts) and Heritage to use the new data format in the Core Rules, Lost Omens Character Guide and Extinction Curse AP 3: Life's Long Shadows.

Surge
June 1st, 2020, 23:08
Very excited! Looking forward to it, thank you Trenloe.

Surge
June 2nd, 2020, 18:11
Just updated FG Unity with the newest ruleset as it went to Live.

Opening the Actions Tab of a character sheet produces the following errors (looks like one error for each existing spell/weapon plus 1)



[6/2/2020 6:03:46 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[6/2/2020 6:03:46 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[6/2/2020 6:03:46 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)


Also, changing any of the toggles (ie. start/end, trgt/self, roll/sngl) on an Effect produces the following warning, but not for Cast, Damage, or Heal actions.



[6/2/2020 6:08:03 PM] Handler error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

Trenloe
June 2nd, 2020, 18:12
Release 16 is now live.

I've updated the first few posts to reflect this.

I've also done an overview video available here: https://youtu.be/wtvApvfTkes

Surge
June 2nd, 2020, 18:46
Thanks Trenloe.

Don't know if you saw me previous post above. Timestamps suggest you were probably writing yours as I posted mine so it may have gone under the radar.

Trenloe
June 2nd, 2020, 18:54
Just updated FG Unity with the newest ruleset as it went to Live.

Opening the Actions Tab of a character sheet produces the following errors (looks like one error for each existing spell/weapon plus 1)



[6/2/2020 6:03:46 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[6/2/2020 6:03:46 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[6/2/2020 6:03:46 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)


Also, changing any of the toggles (ie. start/end, trgt/self, roll/sngl) on an Effect produces the following warning, but not for Cast, Damage, or Heal actions.



[6/2/2020 6:08:03 PM] Handler error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

Thanks for the report. I can't recreate this issue.

Can you post a screenshot of the chat window please? Also could you post the XML for a PC that has the issue (you can quickly export from the Chargen tracker screen). Thanks.

Trenloe
June 2nd, 2020, 19:08
@surge - what extensions are you running? I'm guessing something that changes the SpellManger package.

Surge
June 2nd, 2020, 19:11
Apologies!

It was the PF2 Spell Level Damage Extension by Blackfoot that was causing both of those issues.

https://www.fantasygrounds.com/forums/showthread.php?53891-Spell-Level-Damage

Sorry again.

goodmanje
June 3rd, 2020, 03:05
Hmmm..... that whole MAP thing went right over my head.

MaxAstro
June 3rd, 2020, 05:33
Oof, I use that spell level extension extensively... before I update, how broken is it? Can I just click past the errors, or will it not work at all?

Trenloe
June 3rd, 2020, 07:45
Hmmm..... that whole MAP thing went right over my head.
The video? Post #2 in his thread? Or both?

Surge
June 3rd, 2020, 10:00
Oof, I use that spell level extension extensively... before I update, how broken is it? Can I just click past the errors, or will it not work at all?

It breaks the new functionality of being able to toggle actions to target self - the toggle does nothing with extension loaded. However it doesn't seem to impact anything else other than the errors being generated when you first load the Action tab of each character sheet, and the Handle Warnings as mentioned.

goodmanje
June 4th, 2020, 04:27
Oh, didn't see the video. Thanks!

Trenloe
June 4th, 2020, 10:19
It breaks the new functionality of being able to toggle actions to target self - the toggle does nothing with extension loaded. However it doesn't seem to impact anything else other than the errors being generated when you first load the Action tab of each character sheet, and the Handle Warnings as mentioned.
Looking at the extension code it actually impacts a lot of things. The code takes a complete snapshot of ruleset files a few releases ago - it doesn't just merge in the small changes needed. I'd recommend not using this extension as you'll be losing some of the new functionality in release 16, and always getting errors - which is not a good thing.

I've asked Blackfoot's permission if I can use some of his code if needs be. If he agrees, I'll look at what he's implemented and try to merge it into the ruleset with as least impact to people who've been using it before. No promises though... ;)

Trenloe
June 19th, 2020, 09:13
Some other things I've noticed (these are also the case in the current Live Release 15):

https://i.imgur.com/Tyg8owq.png


One final thing to report on my brief test of Release 16. When I first opened a PCs Action tab, I got the follow errors reported in the console.


[5/22/2020 6:43:41 PM] FGU v4.0.0 ULTIMATE (2020-05-20)
[5/22/2020 6:43:41 PM] Launcher scene starting.
[5/22/2020 6:43:47 PM] Starting private server mode. [(192.168.1.65:1802) (fe80::f547:7b75:95c:203e:1802)]
[5/22/2020 6:43:48 PM] Game server started. [192.168.1.65:1802]
[5/22/2020 6:43:48 PM] Launcher scene exiting.
[5/22/2020 6:43:48 PM] Tabletop scene starting.
[5/22/2020 6:43:58 PM] Loaded FreeType library version 2.10.2
[5/22/2020 6:44:13 PM] [WARNING] template: Could not find template (groupbox) in class (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (currentday) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (currentmonth) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (currentyear) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (addall) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (timesep3) in windowclass (chattime)
[5/22/2020 6:44:13 PM] [WARNING] window: Anchored static height ignored for control (upall) in windowclass (chattime)
[5/22/2020 6:44:14 PM] RULESET: Pathfinder RPG Second Edition ruleset v3.3.10 (PF2 release 16) for Fantasy Grounds
Copyright 2020 Smiteworks USA, LLC
[5/22/2020 6:44:14 PM] RULESET: CoreRPG ruleset v3.3.11 for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
[5/22/2020 6:44:14 PM] EXTENSION: PFRPG2 Better Save Descriptions v0.2.\rCopyright 2020 Smiteworks USA, LLC.
[5/22/2020 6:44:14 PM] EXTENSION: Extension (Clock Adjuster) loaded.
[5/22/2020 6:44:14 PM] EXTENSION: Extension (Overlay PF2) loaded.
[5/22/2020 6:44:14 PM] EXTENSION: Spell Level Damage v1.0 loaded.
[5/22/2020 6:46:15 PM] [WARNING] Frame charsheet contains out-of-range values in BottomLeft.
[5/22/2020 6:46:15 PM] [WARNING] Frame charsheet contains out-of-range values in Bottom.
[5/22/2020 6:46:15 PM] [WARNING] Frame charsheet contains out-of-range values in BottomRight.
[5/22/2020 6:46:15 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[5/22/2020 6:46:21 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

These should all be fixed in the current version in the test channel. Thanks again for reporting.

Surge
June 20th, 2020, 00:56
These should all be fixed in the current version in the test channel. Thanks again for reporting.

Just had a look. All is working on my end on test channel. Thanks for all your work Trenloe.

Also had a quick look at the new NPC abilities on the CT - very cool. The windows of the abilities appear to have a bit of a dodgy look to them at the moment though, when compared to - for example - the traits windows that you can open from the CT. Once again, very minor. I'm just picky.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37016&stc=1&d=1592610883

GrimmStories
June 21st, 2020, 19:48
Will the DC section be expanded later on to include the ability to auto roll saves such as fort, ref, or will at the begin or end of the turn for spells or effects?

Trenloe
June 21st, 2020, 21:06
Will the DC section be expanded later on to include the ability to auto roll saves such as fort, ref, or will at the begin or end of the turn for spells or effects?
Probably not to that level, no. There'll probably be some way of dragging a roll to the effect to roll against it. But I'm not going to look to automatically trigger actions - as there's just too many edge cases.

Weissrolf
June 29th, 2020, 17:19
Unfortunately I cannot recreate the MAP example using Hunter's Prey, because the IFT:CUSTOM effect is only applied if I do *not* set it to be applied to "All Rolls". Having it only applied to single rolls is less convenient, though.

Trenloe
June 29th, 2020, 18:33
Unfortunately I cannot recreate the MAP example using Hunter's Prey, because the IFT:CUSTOM effect is only applied if I do *not* set it to be applied to "All Rolls". Having it only applied to single rolls is less convenient, though.
As you can see in my example in post #2, the effects were set to all. Please provide a screenshot showing the issue - with the effects applied in the CT and the chat window showing the result of the roll. Also, please list any extensions you are using.

damned
June 29th, 2020, 23:52
Well done Trenloe

Weissrolf
June 30th, 2020, 12:00
Sorry, I was confused by no chat message showing up when the effects are applied to "All" rolls. Also was a little confused by your example using -3/-6 for Hunter's Flurry instead of -4/-8, then used an Agile weapon on top of it and everything looked wrong. So entirely my own stupidity and it seems to be working (just without chat message).

It's a shame that MAP: does not work with the second/third attack button. That would be so much more convenient for players instead of having to remember to hit the correct additional button/key.

MaxAstro
June 30th, 2020, 15:42
I suspect it's so that you can have more flexibility in creating fully custom attack routines.

However, it does make me wish there were a way to "pin" one or two "favorite" attacks to the Offense tab in combat tracker for PCs, like you can roll monster attacks from there.

Surge
June 30th, 2020, 23:01
Hi Trenloe,

I've just discovered a new issue, which wasn't present in my group's last session.

The state of all Modifier buttons does not update until the window which contains the button is closed and reopened (all buttons in the Modifers window, and the MA#2 and MA#3 buttons at the top of the CT).

The actual modification to the roll however does still work, even if the state of the button has not been updated.

Edit: Others are reporting this in the Unity forum with other ruleset, so I guess it's the fault of a Unity update and nothing to do with the ruleset.

Weissrolf
July 3rd, 2020, 09:47
- lookupdata records and functionality for Heritages, Conditions, Deity, Domain and Effect
- ALT-click on Effect window condition button to get Core Rules appendix text displayed. Must have the Core Rules module open.
I only just noticed these. Very nice and useful, thank you!

Weissrolf
July 3rd, 2020, 11:42
-moved-