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Trenloe
May 21st, 2021, 10:35
Release 18 is live! May 25th, 2021

Overview video: https://youtu.be/MJ__B6UykZs More detailed videos available in post #4 below (from the R18 test, but still useful) and more videos to be added.

The Core Rules, Advanced Player's Guide (APG) and Lost Omens Character Guide (Player) have had some of the new automation added. There's a lot more to add, which will be done over time.

The Core Rules has also had an incremental update to the long process of applying the second printing errata - there are 569 documented changes in the Core Rules, and it's a slow process to go through them. The Core Rules DLC released on May 25th is currently updated to #404 in the list - Chapters 1 - 7. Work is ongoing on this.

Character Creation Videos
- steps through creating Gnoman the Barbarian! A good guide to how to quickly create a PF2 PC in Fantasy Grounds: https://youtu.be/7j0qfzqAynA
- creating an azarketi fighter using the free web supplement: https://youtu.be/svt8fEazaeo

Trenloe
May 21st, 2021, 10:35
There are many changes in this release. Most of them are listed below.

Character sheet


Ability tab lists order by the level the entry was applied on. Added buttons to change set order by to either name, level applied ascending (default) or level applied descending.
Allow dragging of a Class record to the class link - allows changing the base class record. Needed for Beginner Box support.
Minor changes to the initial size of secondary (detail) windows to display new fields/format better.
"A" (automation available) indicator added to new records with this functionality.
Added basic effects to weapons in the PC actions tab - these are applied to attack and damage actions. Can be initially populated via new item "use" automation.
Combat tab: Added attack proficiencies and character effects. Attack proficiencies are automatically built from existing text based data if none already exist - a warning message will appear for each PC when then conversion process is carred out - this is usually a one off upgrade process per PC.
Inventory tab - removed "show in mini sheet". Added "A" indicator if item includes automation. "Item" automation triggered when item is equipped.
Skills tab - minor changes to layout to cater for the permanent display of add buttons.
The Chargen tracker will open if a class record is dropped on the PC sheet.
Chargen Tracker: Added "Level Up" button - this will use the currently linked class record to add one level to the PC.
Actions tab - equipping a weapon will equip that item - triggering any "item" effect automation. The weapon equip button will be shown in standard and preparation mode.
Appropriate character effect applied when armor with the "bulwark" trait is worn (equipped).
No coin bulk checkbox added to bulk parameters window.
Calculate inventory total item values to highest coin denominator. e.g. 10 sp converted to 1 gp


Effects


New effects: SAVERESULT (changes the success level of a save) and SAVEDAMAGEPER (changes the basic save damage percent received).
Added character "permanent" effects (via an ability of equipped item) and character weapon "use" effects that trigger via an attack or damage action. These can be shown or hidden in the combat tracker.
Character permanent effects have limited dynamic variables that get populated when used. For example: {LVL} for level, {HLVL} for half level, {HLVLM1} for half level, minimum 1.
Single button in spell cast action to apply all relevant effects from that spell - based off the last stored save result.
DMGTPE and DMGSTYPE effects are now targetable.


Automation


New automation system for applying ability and item automation. Details elsewhere.
Spells now have their actions embedded in the spell record. Currently testing an initial load for the Core Rules spells.
Automation functionality added to Hazard records - Reactions, Routine and Other Actions fields.
[TRAITS: abc] option to NPC ability automation "Damage" entry
Result tracking for NPC automation abilities: Save, Attack and VsDC
Class kit functionality
"OpenLink" NPC ability automation to embed a link within an NPC ability text to provide more information - currently only supports spells.


Actions


Added "apply all related effects" to spell cast action. Based off the results of a spell cast "save" action, the relevant spell effects can be applied.
Added "save state" to the save action. The system will store the results of the last save triggered for each action - allowing the effects related to a save result to be applied more easily.
"basic" trait added to save actions that are tagged as "half on save" damage - i.e. they're a "basic save".
Attack action will use basic weapon "use" effects.
Damage actions will use basic weapon "use" effects.
PCROLL functionality.
Re-write of damage code to better cater for PF2 handling of immunities, weaknesses and resistances.
Alignment damage immunity.


Record additions/changes


Added "Source" entry to feat and background records. Source will be added to more records in future.
Added "Automation" entry to item record.
Added "Automation" entry to lookup data top level record (automation on lookup data child records remains).
Added NPC automation fields and functionality for Hazard reaction, routing and actions fields.
Added effects fields to spell records. These are auto populated into the record when added to the PC sheet.
Added "result" field to spell effect actions - allows the result of a previous save action to apply a specific effect.
Moved the focus points data for a focus spell class to be stored in one place for the PC. This means that if a PC has multiple focus spell classes they will all use the same focus point pool as per the Core Rules.
Added a spell slot stat/modifier to spell classes - allowing an ability to modify the number of spells available per slot. This is primarily used in the cleric "Divine Font" class feature.
Removed metamagic field from spell and heal damage editor.
Added "spell base stat" to the spell damage and heal editor - allows the stat set in the spell class to be used within the calculations.
Beginner Box code for various record types.
Data lookups - better handling of short names in searches - e.g. "orc" would match "sorcerer" previously. It shouldn't now.
CreatureAbility lookup data type
Product "source" field for item and spell records


Other


Sidebar buttons changed to red/yellow design more in fitting with the ruleset.
Senses integration for v4.1 lighting.



Fixed:


RS2.082 Alignment damage applying to all targets - should only apply to opposite alignments.
RS2.095 "except" immunity damage types are parsed as immunities
RS2.097 Multiple weaknesses and resistances not being handled correctly - only the highest of each should be applied.
RS2.107 Immunity not handled correctly for Critical success/fail basic save damage
RS2.109 Sorcerers start with 5 cantrips not 6
RS2.110 Weapon attack bonus field is untyped and is used for weapon potency runes, which are item bonuses.
RS2.111 FGU - Drag/Drop of critical damage dice with the fatal trait raises error
RS2.112 RESIST: XX all not applying to each separate damage type as per page 453 of core rules
RS2.113 RESIST exception for "Cold iron" parsing just "cold"
RS2.114 Sidebar toggle buttons difficult to read when depressed
RS2.115 PC sheet, skills tab, new buttons overlap header
RS2.116 Inventory total value doesn't update if item cost contains commas
RS2.119 Dragging NPC "effect" automation raises error
RS2.120 Persistent damage effcect application for an unidentified NPC shows the NPC name in the chat window.
RS2.121 Damage entries with "critical" damage type are doubled for a critical - they shouldn't be.
RS2.121 Basic save double damage not doubling individual damage entries
Chargen trackers Ancestry feat button would show goblin ancestry feats of a Hobgoblin.

Trenloe
May 21st, 2021, 10:35
PCs created prior to release 18 will have their attack proficiency data auto populated when first opened - a one off message will be displayed within each character sheet. This should be fairly accurate for low level PCs, but higher level PCs not so much. Always check that the attack proficiency data has been populated correctly in the combat tab after the initial proficiency creation, and applied to weapons in the action tab. Some "name" attack proficiency data won't apply to special item naming - e.g. A named proficiency of "rapier" won't apply to a "+1 striking rapier" as the proficiency name has to match the weapon name exactly.
New automation and spell actions won't update data added to a character sheet prior to release 18 - the record will need to be re-added to apply the relevant new data, if available. The best approach is to re-add the record, check everything is OK (edit as needed), and remove the old. Only do this for records that contain new data.
Check that your extensions are compatible with Release 18. There's a lot of code changes in this release, and it's possible that extensions could override the new code resulting in errors or incorrect functionality.

Trenloe
May 21st, 2021, 10:35
The following videos were put together during the test period. They're still of use, but there may be slight changes from what's presented in these videos and the final release 18 functionality.

Top level overview video available here: https://youtu.be/wzTGwbsNSh0

Video on how Release 18 interacts with the FGU lighting effects: https://youtu.be/gJpgNdnGq1w

Detailed part 2 update video on automation available here: https://youtu.be/2GGI50epWW8

Part 3 - new spell action functionality presented in this video: https://youtu.be/Scwxi-GHPmM

Part 4 update video covering save effects available here: https://youtu.be/PUHT2H_eurE

Part 5 update video showing new PCROLL functionality - where the GM can request saving throws from the PCs and their results are integrated into the new save result/apply all effects functionality: https://youtu.be/4ed5FwEsi6c

Trenloe
May 21st, 2021, 10:35
Known issues:

Occasionally PCROLL effects on NPCs won't be updated with the save result text. ApplyAllEffects functionality still works correctly, just the save result label is missing. Fixed an issue in R18e - not sure if there are any more possible causes of this base issue. Monitoring for further issues.


Current live release = R18f

Fixed issues:

Adding class kit error (FGU only). Fixed in R18a.
Drag roll attack - error with new item bonus code (FGU only). Fixed in R18a.
Add class kit at the end of level 1 (after adding free boosts) is unreliable. Fixed in R18b.
Save results not tracking reliably for players. Fixed in R18b.
Feats list launched from chargen tracker don't show the "A?" automation indicator. Fixed in R18c.
Item bulk not being added to inventory list until item record first opened when added from a class kit. Fixed in R18c.
Armor AC not being applied until equipped cycled when added via a class kit. Fixed in R18c.
The "ApplyAllEffects" code won't apply all effects (including removing the PCROLL effect) if there isn't at least one save result. Fixed in R18d.
Spells campaign data list - filters that use traits won't display feats with comma separated traits. Fixed in R18d.
Some [ITEM ...] automation wouldn't work correctly for class features and feats. Fixed in R18d.
Error when using CHOICE automation without required category and sub-category names. Fixed in R18d.
PCROLL - basic save damage not being applied correctly if cooldown [USED] indicator in ability title. Fixed in R18e.
Occasionally PCROLL effects on NPCs won't be updated with the save result text. Fix in R18e - still monitoring to see if this is fully fixed.
[HP misc +X] automation not operating correctly on items. For example: https://www.fantasygrounds.com/forums/showthread.php?69005-automating-belt-of-good-health Fixed in R18f.
[EFFECT use ...] automation would add multiple effects as item was dropped, carried, equipped... Fixed in R18f.

Trenloe
May 21st, 2021, 10:35
Reference document: https://docs.google.com/document/d/10RElQl0GcstaQ2m3CKKPGV0JGvDyhGyOCXd1wFQ-cN8/edit?usp=sharing

Trenloe
May 21st, 2021, 10:36
More details, and a video, to come on the new SAVERESULT and SAVEDAMAGEPER effects.

Updated Wiki (not live): https://docs.google.com/document/d/1bT6ELxjkUl-6f8KJ6QdFGLjg89Wvyy6AvLbAfH6wJGo/edit?usp=sharing

Trenloe
May 21st, 2021, 10:36
Placeholder 8

Trenloe
May 25th, 2021, 16:47
Incremental updates and bug fixes to Release 18 will be ongoing.

Future major releases bring significant functionality. The following is currently planned for future releases - this information is subject to change and nothing is set in stone at this point.

Release 19 - approximate mid 2022.

Additional actions tab added to the character sheet - contains PF2 action data. This tab will be the main place to access and carry out PF2 actions for a characters - skill actions (e.g. demoralize), feat based actions, class feature based actions, item based actions, general actions, etc., etc..
Addition of a new record type - "Action" to cater for PF2 actions and automation.
New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..
Tracking and handling of afflictions.
Automation of the dying process and wounded condition.
Option to select a specific skill for initiative.
Desktop modifier buttons/controls.
Damage combination for features such as flurry of blows.
Simplify effect targeting with "To Me" option.
Filter by trait - if performance is acceptable.


Release 20+ - ETA end 2022.

Animal Companion handling
Encounter XP and Threat calculations.
Better presentation of chargen option windows and data selection.
Tighter integration of magic items and their abilities/effects.
Crafting and forumulas.
Distance calculations for ranged attacks.

Milke
May 25th, 2021, 18:53
Oh, wow. I've been waiting for this one for a long time! Loading it up right now to check it out.

Quick question- and feel free to just say, "Man, check the tutorial."- but on the PCROLL effects, I don't see anything in the monster tab on the combat tracker that applies the effects. Am I missing that somewhere? Like the ghoul for instance. I clicked alt + his paralyze effect. The pcroll thing shows up on the tracker, but... how do I apply it? I don't see it anywhere.

Larsenex
May 25th, 2021, 23:43
Thank you Trenloe. This was a lot of work and I appreciate it!

Milke
May 26th, 2021, 05:27
Yes. The amount of work you put into this is astounding. I can't wait to watch all the upcoming tutorials on the various aspects.
Once again, you've made gaming better for all of us.

vonBlashyrkh
May 26th, 2021, 11:15
This is just great, thank you so much.

FG_Dave
May 26th, 2021, 17:06
Thanks so much Trenloe!

Trenloe
May 26th, 2021, 17:23
Hotfix Release 18b:


[Fixed] Issue with GM adding class kit via chargen tracker step 4.
[Fixed] Issue with player not being able to process weapon add automation.
[Fixed] GM issues adding class kit via step 4 of chargen tracker.
[Updated] Rewrote save results to be stored in a public database structure. Fixes PC save result issues.
[Updated] PC item wealth fields set read only.
[Updated] SP related chat messages changed to FOCUS POINT/S.

crossbow57
May 26th, 2021, 20:04
I poked around to see if this was listed anywhere, but didn't see it. Minor - probably just a layout thing...

I'm running 18b and in the combat tab in PF2e's character sheet, the "Defense Proficiencies" window seems squished so that I can't see all the defense proficiencies cleanly without needing to select the window and scroll. Only the top two proficiencies are visible - seems like another line or two would fix it.

Trenloe
May 26th, 2021, 20:14
I poked around to see if this was listed anywhere, but didn't see it. Minor - probably just a layout thing...

I'm running 18b and in the combat tab in PF2e's character sheet, the "Defense Proficiencies" window seems squished so that I can't see all the defense proficiencies cleanly without needing to select the window and scroll. Only the top two proficiencies are visible - seems like another line or two would fix it.
I played around with the layout a lot when adding in the attack proficiency window and the character effects - both of which needs a lot more space than the defense proficiencies, which for most PCs will only ever have 4 entries in. It's a trade off between having a larger defense proficiency frame, which due to the other frames in that window then really impacts the two new ones, and significantly reducing the frames that will have more data and will be used more regularly; or having a small defense frame with much more usable other frames. I went with the latter - I imagine most people will prefer this approach once they've been using it for a while... If not, there's always extensions. :)

Trenloe
May 26th, 2021, 21:42
Character Creation Video - steps through creating Gnoman the Barbarian! A good guide to how to quickly create a PF2 PC in Fantasy Grounds: https://youtu.be/7j0qfzqAynA

crossbow57
May 26th, 2021, 21:47
I played around with the layout a lot when adding in the attack proficiency window and the character effects - both of which needs a lot more space than the defense proficiencies, which for most PCs will only ever have 4 entries in. It's a trade off between having a larger defense proficiency frame, which due to the other frames in that window then really impacts the two new ones, and significantly reducing the frames that will have more data and will be used more regularly; or having a small defense frame with much more usable other frames. I went with the latter - I imagine most people will prefer this approach once they've been using it for a while... If not, there's always extensions. :)

Haha - totally understood and makes sense. Frames are fun, aren't they? I just wanted to make sure it wasn't an oversight while you guys were working on the important stuff. It's perfectly manageable and yes, I expect the other frames to fill up quickly. Thanks for the response.

Milke
May 26th, 2021, 21:58
I don't know what I'm doing wrong. But there is nothing on any of the creatures that says apply all effects. I keep trying the PCROLL thing, and I used the gorilla from the YouTube example. And when I go to the gorilla, there is no button that applies the effects.

Trenloe
May 26th, 2021, 22:18
I don't know what I'm doing wrong. But there is nothing on any of the creatures that says apply all effects. I keep trying the PCROLL thing, and I used the gorilla from the YouTube example. And when I go to the gorilla, there is no button that applies the effects.
It needs to be added as a NPC automation entry.

Add some text in the ability description - something like Apply All Effects - this will be the text that you double-click on. Then, in the associated automation field (make it visible through the campaign options) add "Apply All Effects"|ApplyAllEffects (include the quotes) then tab out of the field and square brackets will be put around the Apply All Effects text in the ability description - double-click on that to trigger the automation.

Details on creature automation here: https://www.fantasygrounds.com/forums/showthread.php?64192-Pathfinder-Second-Edition-Bestiaries-and-Automation

Milke
May 26th, 2021, 22:21
Ohhhhh. Okay. My misunderstanding. I had thought it was just something that had been added to the creatures. I didn't know I had to add it.
My mom says I'm smart. I promise :p

So, most the creatures in the Bestiaries are Read Only. So I need to make a copy of any creature I want to use, so that I can edit it.

Trenloe
May 26th, 2021, 22:23
Ohhhhh. Okay. My misunderstanding. I had thought it was just something that had been added to the creatures. I didn't know I had to add it.
Maybe ShadeRaven will go back and update past creatures. But currently, as part of Release 18, there were no updates to Bestiaries 1 or 2.

Milke
May 27th, 2021, 01:15
It took me a few minutes, but I figured it out.
But the cool thing is I can add as many effects as I want to a save condition. So, like, the gorilla says targets are flat-footed as long as they're Frightened. So on Frightened 2, I added a semi-colon and Effect: Flat-footed[D:2][END]. And the same thing on Frightened: 1 with a [D:1].
A bunch of cool ways to do effects now.

Dargos
May 27th, 2021, 10:57
I'm trying to make a NPC automation: "Apply All Effects"|ApplyAllEffects|Save: fortitude[DC:15]|Effect: Enfeebled: 1[FAILURE]|Effect: Enfeebled: 2[CRITFAILURE]

But the ApplyAllEffects it's only working when the PC rolls a Critical Failure, it's not working on a normal Failure. Am I doing something wrong?

47136

The blue line is when I hit the ApplyAllEffects.

I made this from the exemple on video #5 from the test: 47137

Trenloe
May 27th, 2021, 11:24
I'm trying to make a NPC automation: "Apply All Effects"|ApplyAllEffects|Save: fortitude[DC:15]|Effect: Enfeebled: 1[FAILURE]|Effect: Enfeebled: 2[CRITFAILURE]

But the ApplyAllEffects it's only working when the PC rolls a Critical Failure, it's not working on a normal Failure. Am I doing something wrong?
Refer to the information here: https://www.fantasygrounds.com/forums/showthread.php?64192-Pathfinder-Second-Edition-Bestiaries-and-Automation and in the Google Doc linked at the beginning of that thread.

Each automation entry needs to be on a new line. The screenshot you include of the gorilla shows the summary information shown in the combat tracker, not the actual full automation code.

The full automation code from that screenshot is as follows, with each entry on an individual line:


"DC 20 Will save"|Save: Will[DC:21]
"*** Apply All Effects ***"|ApplyAllEffects
"flat-footed"|Effect: Flat-footed[D:1][END][FAILURE]
"frightened 1"|Effect: Frightened: 1[FAILURE]
"frightened 2"|Effect: Frightened: 2[CRITFAILURE]
"critfail"|Effect: Flat-footed[D:2][END][CRITFAILURE]

Note: "critfail" doesn't actually match anything within the description text, so nothing is highlighted in the text. But the effect does get applied to a critical failure when using ApplyallEffects.

Dargos
May 27th, 2021, 13:28
It's working now, thank you very much, Trenloe. For your hard work and your patience with me.

Milke
May 27th, 2021, 21:35
Looking forward to a video on PC Feature Automation, because the document on it makes my head hurt. I can't get any spells to work on character sheets now. The apply all effects buttons don't do anything when a spell is cast at an NPC, and I'm trying to figure out how to re-program all the spells to make them work again before my game this weekend.
The effects button inside weapon windows in the Actions tab. That probably does something really cool? Like, can it be used to add critical effects and stuff?

Trenloe and SR, where are y'all's tip jars located? You should earn an extra buck for every post reply you make.

spoonhead
May 28th, 2021, 08:10
With 'Players roll PC Targeted Saves' set to on in the options, if the GM casts the spell rather than the player, this happens,


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47155&stc=1&d=1622185156

If the GM then rolls the save from the NPC character sheet, we get this in the chat.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47156&stc=1&d=1622185362

But the Apply All button does not apply the effect. I even tried on the player side. If you cast the spell on the player side, the save roll is automatic. I double-checked the spell and can see that the effect has been set up correctly. The Apply all button also works on the player side.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47157&stc=1&d=1622185593

If I click the effect button instead for the failed save, then the enfeeblement is applied correctly, but the PCROLL line in the CT remains. This works from the GM or player side.

Trenloe
May 28th, 2021, 09:04
But the Apply All button does not apply the effect. I even tried on the player side. If you cast the spell on the player side, the save roll is automatic. I double-checked the spell and can see that the effect has been set up correctly. The Apply all button also works on the player side.
The apply all button applies the effects OK for me. The thing it doesn't do is remove the PCROLL effect from NPCs, only from PCs - I'll get a fix for that.

What version of release 18 do you see in chat? It should be Release 18b at this point.
Are you running any extensions?

spoonhead
May 28th, 2021, 09:17
The apply all button applies the effects OK for me. The thing it doesn't do is remove the PCROLL effect from NPCs, only from PCs - I'll get a fix for that.

What version of release 18 do you see in chat? It should be Release 18b at this point.
Are you running any extensions?

I am running a couple of extensions. I'll try again without.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47158&stc=1&d=1622189768

spoonhead
May 28th, 2021, 09:26
Looks like it might be an extension. Will try and find out which one.

Actually, it's now working, except for the fact the PCROLL function gets called if the GM rolls the PC spell rather than the player. It would be good if the save roll was automatic as if the player had cast the spell.

I must have been doing something wrong.

spoonhead
May 28th, 2021, 09:45
OK, just noticed something.

Casting the spell on the GM side. Sometimes when you roll the save for the NPC, the result does not go onto the PCROLL line, which would then mean the apply all button doesn't appear to work.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47159&stc=1&d=1622191426

Casting the spell again seems to get the save (from the GM side) to then work, and the Apply All button works as intended.

Trenloe
May 28th, 2021, 09:48
Casting the spell on the GM side. Sometimes when you roll the save for the NPC, the result does not go onto the PCROLL line, which would then mean the apply all button doesn't appear to work.
Can you provide some steps that reproduce this reliably?

spoonhead
May 28th, 2021, 09:52
Intermittent issues wind me up. :cry:

Now the save result is not appearing, but the effect still worked.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47160&stc=1&d=1622191907

spoonhead
May 28th, 2021, 09:53
Can you provide some steps that reproduce this reliably?

I'll try

Trenloe
May 28th, 2021, 09:54
Now the save result is not appearing, but the effect still worked.
The result text in the PCROLL effect is purely an indicator, the actual result used by the Apply All Effects code is stored separately.

Trenloe
May 28th, 2021, 09:57
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47160&stc=1&d=1622191907
Does the save result get updated in the PCROLL effect if you put a comma between the attack and necromancy traits?

spoonhead
May 28th, 2021, 10:09
1. Opened Campaign
2. Character and NPC in CT
3. PC Targeted NPC
4. Cast spell from CHA sheet, PCROLL effect applied.
5. Rolled save from NPC sheet, result applied.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47162&stc=1&d=1622192955


6. Cast spell again, PCROLL effect applied
7. Rolled save from NPC sheet, result not applied.
8. Effect still applied after star button clicked.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47161&stc=1&d=1622192833

spoonhead
May 28th, 2021, 10:14
Does the save result get updated in the PCROLL effect if you put a comma between the attack and necromancy traits?

That's weird, as there is a comma between them on the later pictures, but it's still happening.

spoonhead
May 28th, 2021, 10:19
I think I've solved it. the spell from my original pictures was from another campaign, and the spell didn't have the comma between the Trait words.

Secondly, if the NPC is visible, the save result is shown, but if the NPC is invisible, the save result is missing, even though it's on the GM side.

Trenloe
May 28th, 2021, 10:24
I think I've solved it. the spell from my original pictures was from another campaign, and the spell didn't have the comma between the Trait words.
It shouldn't make a difference, but just wanted to see if it did.


Secondly, if the NPC is visible, the save result is shown, but if the NPC is invisible, the save result is missing, even though it's on the GM side.
That makes sense. This is a complete edge case that I never considered when designing this. The PCROLL system is meant to allow players to roll their saving throws, instead of the GM auto triggering their saving throw roll. I didn't initially consider that GMs would be using it like you have been in this testing - i.e. GMs using a PC sheet to target NPCs and using PCROLL for the NPC save. But, it's an edge case that I suppose could happen, so I'll see about fixing the save result not being added to the PCROLL effect for hidden NPCs.

spoonhead
May 28th, 2021, 10:34
I think GMs do make rolls on behalf of Players, so it does happen. But the save result should be seen on the GM side irrespective of if the NPC is hidden or not? I’m thinking of hidden/invisible NPCs caught in an AoE spell.

Trenloe
May 28th, 2021, 10:38
I think GMs do make rolls on behalf of Players, so it does happen.
But why would the GM use PCROLL functionality for making rolls on behalf of the players? Just click the "save" button and let FG do the auto rolls.

The PCROLL functionality is purely to allow the players to roll their saving throw themselves. It doesn't give any new functionality. It just replaces the auto roll with the players making the rolls - because some players complain about FG making the roll for them. It's purely ascetics.

If a GM is making a roll it will be much quicker and efficient for them to use the auto roll, just as would have before Release 18.


But the save result should be seen on the GM side irrespective of if the NPC is hidden or not? I’m thinking of hidden/invisible NPCs caught in an AoE spell.
Yes, I agree.

spoonhead
May 28th, 2021, 10:46
I should of said that GMs make rolls for PCs in some cases, not all the time. The issue is with the PCROLL function turned on, the auto roll doesn’t work. I’d want the PCROLL function turned off in that case.

But if can’t be done, then it’s no biggie.

Trenloe
May 28th, 2021, 10:48
Hold down ALT while clicking the save button to reverse the current PCROLL setting - i.e. use PCROLL if it's not set, and use auto roll if PCROLL is set in the campaign options.

thyrax
May 28th, 2021, 16:12
I am sorry if this is obvious, but I have a swashbuckler in my party. I noticed they have not yet been automated so I am trying to do the automation. I got stuck on Keen flair.
You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the
die and the roll is a success, you critically succeed instead.
is there a way to automate this?

Trenloe
May 28th, 2021, 16:21
I am sorry if this is obvious, but I have a swashbuckler in my party. I noticed they have not yet been automated so I am trying to do the automation. I got stuck on Keen flair.
You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the
die and the roll is a success, you critically succeed instead.
is there a way to automate this?
This can't be automated right now.

spoonhead
May 28th, 2021, 16:22
I am sorry if this is obvious, but I have a swashbuckler in my party. I noticed they have not yet been automated so I am trying to do the automation. I got stuck on Keen flair.
You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the
die and the roll is a success, you critically succeed instead.
is there a way to automate this?

I have a swashbuckler too. If you could share anything that can be coded, I would be most grateful.

Montis
May 28th, 2021, 16:34
One of my players has a Swashbuckler and at least the extra Damage from Panache can be semi-automated:

Have two weapons, one regular and one for finishers.
Make a Spell that gives you an effect called Panache (plus any bonus effects you'd get from it like increased acrobatics or whatnot).

In the first weapon, add the following effect:

IF: Custom (Panache); DMG: +2 precision
In the second weapon, just add the 2d6 precision damage manually.

Now you can give yourself Panache whenever you need and while it applies you'll automatically deal the bonus damage when using the first weapon. When you make a finisher, use the second weapon.

It would be great if there was an effect that could remove other effects in order to automate it better and eschew the need for two separate weapons, but I don't think there is.


Note that I made a thread with visualisation here:
https://www.fantasygrounds.com/forums/showthread.php?68935-Small-Tutorial-for-Sneak-Attack-and-Panache-automation

Olliebird
May 29th, 2021, 04:47
I'm having an issue with ApplyAllEffects.

The creatures ability reads:

47182

The save rolls fine and each individual effect applies when used individually, but when I double click [Laugh] to activate ApplyAllEffects, I get this error.

[ERROR] Script execution error: [string "scripts/manager_effect_pfrpg2.lua"|:1991: table index is nil

Any help here?

Trenloe
May 29th, 2021, 08:13
I'm having an issue with ApplyAllEffects.

The creatures ability reads:

47182

The save rolls fine and each individual effect applies when used individually, but when I double click [Laugh] to activate ApplyAllEffects, I get this error.

[ERROR] Script execution error: [string "scripts/manager_effect_pfrpg2.lua"|:1991: table index is nil

Any help here?
You need to have rolled a save before using ApplyAllEffects, as this uses the results of a previous save to determine which effects to apply. Using ApplyAllEffects removes previous results, so only double-click it once after triggering a save.

I'll modify the code to prevent the error in a future release.

Olliebird
May 29th, 2021, 15:45
You need to have rolled a save before using ApplyAllEffects, as this uses the results of a previous save to determine which effects to apply. Using ApplyAllEffects removes previous results, so only double-click it once after triggering a save.

I'll modify the code to prevent the error in a future release.


It was happening after save was rolled, but I resolved the error. Better Save Descriptions Extension was breaking it. Extension is off and all working as intended.

Weissrolf
May 29th, 2021, 18:24
Great changes and fixes.

Is there a way to tell which spells come with finished ApplyAllEffects and which don't? "Color Spray" works, but "Ray of Enfeeblement" does not, yet I see no way to easily distinguish this except for checking each spell's description separately.

Wouldn't it make sense to only display the ApplyAllEffects Icon for those spells that come with the corresponding automation?

Bolorokenpay
May 29th, 2021, 21:50
I have an effect that is applied to "self" after casting. When using Apply All Effects it applies the effect to the target instead. For example I created an effect that simply states "no breath weapon" with a duration of 1d4 rounds, target self. then selected apply to ALL saves. I was hoping that it would apply to the caster instead of the target.

edit: I just realized that if I had multiple targets how this would be a problem, nm, manually apply lol.

Bolorokenpay
May 29th, 2021, 22:23
If you have the same effect that gets applied to multiple save states (ie. success, failure, critical failure) do you have to create an effect for each save state? any way to apply a single effect to multiple save states?

Milke
May 30th, 2021, 05:29
I don't know about that. But what I had to do with color spray was make an effect for Dazzled that lasted 1 round on success, then another that last one minute on failure, and so forth.

Trenloe
May 30th, 2021, 19:17
If you have the same effect that gets applied to multiple save states (ie. success, failure, critical failure) do you have to create an effect for each save state? any way to apply a single effect to multiple save states?
An effect can only have one "state" applies to it - none, all (applies to all result states) or the four success levels. You need multiple effect entries if they apply to to more than one success level.

Weissrolf
May 31st, 2021, 00:17
It would be great if we could get skill roll based actions now to combine them with save results (for things like Lingering Composition). The "Party Sheet" already offers something like this, but it does not seem to feed into ApplyAllEffects (and if only GM controlled).

Zieg
May 31st, 2021, 15:50
Hi!
I have Fantasy Grounds 2 classic and I like creating my own modules. I'm currently updating all my PF2 modules with the new automation system and I find the documentation you provided lacking in some commands.
For example I don't understand what's the purpose of [OPTIONS] I tried both examples given and they do nothing. In the video explaining some automations I saw FILTER: Class=Druid and this is not explained anywhere.
I don't own any official module for the core rulebook and I would like to know if there is some way to check if the character has a class lookup data to give it another one for example and also if someone could explain how [OPTIONS] work.
Thanks

Weissrolf
May 31st, 2021, 16:52
I tried to emulate a spell action for our bard's "Inspire Courage". Unfortunately I failed, because ApplyAllEffects only seems to work when the save is done on "Targets", but not on "Self". I expected to be able to have him save on himself and then apply all effects on targets (effects are set to TRGT), but nothing happens when the button is pressed.

PS: Would also be nice if this could also work for attack rolls, not just saves (as in attack result triggers corresponding effect).

Pujaree
May 31st, 2021, 21:03
I apologize if this has been documented or addressed somewhere, I've been looking but have not bee successful in finding it so far.

I am looking for a reference of NPC coding for the apply all effects and how to code out failure, etc on abilities.
I tried to do so based on the video with the gorilla, but just cannot seem to get it to work at all. I pulled it up in the Bestiary so I could copy it, but I did not see the updates coded into it yet either.

I got the PCs all figured out and coded out all of their things, but I am running Age of Ashes and Abom Vaults currently and I usually go through and fix up the older automations (where everything is listed under Spells) so it pops up on the tracker.
I appreciate any insight into NPC coding with these new features to save me so, so much time deselecting and reselecting people :) I love all of these updates btw, you have def made a fantastic system even better.

Pujaree
May 31st, 2021, 21:10
And I just saw the picture on the page before this one and figured it out haha

Milke
June 1st, 2021, 00:37
I figured the spells out. And the creature abilities in the CT. The thing I need to figure out now is abilities on weapons. What is that part for.

Trenloe
June 1st, 2021, 09:28
The thing I need to figure out now is abilities on weapons. What is that part for.
Not sure what you're referring to? Do you mean automation on weapons? Or something else?

Trenloe
June 1st, 2021, 11:33
I have Fantasy Grounds 2 classic and I like creating my own modules. I'm currently updating all my PF2 modules with the new automation system and I find the documentation you provided lacking in some commands.
For example I don't understand what's the purpose of [OPTIONS] I tried both examples given and they do nothing. In the video explaining some automations I saw FILTER: Class=Druid and this is not explained anywhere.
I don't own any official module for the core rulebook and I would like to know if there is some way to check if the character has a class lookup data to give it another one for example and also if someone could explain how [OPTIONS] work.
Welcome to the FG forums.

OPTIONS presents the user with a list of options to select (using "OPTIONS choice"). There are then two sub-options to this: "item" (which results in the items selected in the options list being added to the PC) and "XREF=XXX" which results in the relevant value selected being added to the PC XREF variables. The examples in the Google doc cover all three types - I've added a xref example. Plus there are a few examples in the Core Rules - the most class kits have item options, and there's only a couple of examples of the xref option: "Vengeful Hatred" feat and "Dragon Instinct" lookup data (which is the example in the Google doc).


I've added some information about the FILTER keyword in the Google doc as follows:
Automation entries can have a FILTER:Class=XXXX entry within the automation field. Currently only “Class” is supported. This allows all automation after the FILTER keyword to be applied only to a character who has a specific class.
For example: [Athletics trained]FILTER:Class=Druid[FEAT add animal companion|no|druid][SPELL add heal animal|focus spells|1]
This results in every PC being trained in athletics, but only PCs whose class is “druid” will also get the additional automation (FEAT and SPELL) applied when the record with the automaton is added to the character.

Milke
June 1st, 2021, 16:44
Oh. I guess I worded it wrong. I'm talking about when you click on the magnifying glass next to a weapon on the abilities tab. And it says Effects at the bottom.
I'm guessing it's for like crit specialization effects and stuff? I just didn't see where that was on any of the instruction pages.

Trenloe
June 1st, 2021, 16:52
Oh. I guess I worded it wrong. I'm talking about when you click on the magnifying glass next to a weapon on the abilities tab. And it says Effects at the bottom.
I'm guessing it's for like crit specialization effects and stuff? I just didn't see where that was on any of the instruction pages.
They're simply adding standard effects - but they only apply to attack or damage actions from that weapon; which primarily means ATK and DMG effects, but could include other effects that impact attack and damage rolls. Essentially the effects on a weapon are added to the effects (character effects and combat tracker effects) when an attack or damage action is made from the weapon.

An example, a weapon with the "Holy" weapon rune deals an extra 1d6 good damage against evil targets. You could add an effect to the weapon where the Holy rune has been etched of: IFT: ALIGN(evil); DMG: 1d6 positive and this will do 1d6 positive damage to any damage actions of the weapon against creatures with an evil alignment.

Milke
June 1st, 2021, 17:47
Ohhhh. That's cool. So I can still just add extra flame damage or whatever to the weapon's damage. But I can add an effect like you said, that is conditional with the IFT command. Neat. Thanks, Trenloe.
I've been checking out your Youtube videos on your page. Those are really handy to watch a couple times thru.

Did they take away the button for Perception checks on the front of the character sheet? I have several characters who have abilities that make their initiative checks higher. So I definitely need separate Perception buttons.

Zieg
June 1st, 2021, 20:11
Welcome to the FG forums.

OPTIONS presents the user with a list of options to select (using "OPTIONS choice"). There are then two sub-options to this: "item" (which results in the items selected in the options list being added to the PC) and "XREF=XXX" which results in the relevant value selected being added to the PC XREF variables. The examples in the Google doc cover all three types - I've added a xref example. Plus there are a few examples in the Core Rules - the most class kits have item options, and there's only a couple of examples of the xref option: "Vengeful Hatred" feat and "Dragon Instinct" lookup data (which is the example in the Google doc).


I've added some information about the FILTER keyword in the Google doc as follows:
Automation entries can have a FILTER:Class=XXXX entry within the automation field. Currently only “Class” is supported. This allows all automation after the FILTER keyword to be applied only to a character who has a specific class.
For example: [Athletics trained]FILTER:Class=Druid[FEAT add animal companion|no|druid][SPELL add heal animal|focus spells|1]
This results in every PC being trained in athletics, but only PCs whose class is “druid” will also get the additional automation (FEAT and SPELL) applied when the record with the automaton is added to the character.

Thanks!

Trenloe
June 1st, 2021, 21:40
A few fixes are available as part of the June 1st update - information here: https://www.fantasygrounds.com/forums/showthread.php?68890-Release-Updates-for-June-1st-2021

This is release 18c, with some additional data updates to Core Rules, APG and Lost Omens Character Guide.

Zieg
June 2nd, 2021, 13:36
I have another question rewarding [OPTION] automation.

I used the example given for Barbarian Dragon Instinct but now I don't know how to access the option stored in:

<xref>
<id-00001>
<name type="string">BIR</name>
<value type="string">acid</value>
</id-00001>
</xref>

Is this for effects or other automations?

Trenloe
June 2nd, 2021, 13:52
I have another question rewarding [OPTION] automation.

I used the example given for Barbarian Dragon Instinct but now I don't know how to access the option stored in:

<xref>
<id-00001>
<name type="string">BIR</name>
<value type="string">acid</value>
</id-00001>
</xref>

Is this for effects or other automations?
XREf entries are dynamic variables used in character effects. The Dragon Instinct lookup data entries in the core rules contain code that uses this. For example, it will add a character effect of DMG: 4 melee, {XBIR} with {XBIR} being replaced with the value in the xref variable.

The whole process is covered in the example character creation video linked in post #1 - starting at 9:00. https://youtu.be/7j0qfzqAynA?t=540

Zieg
June 2nd, 2021, 14:46
Thanks.
I saw all videos posted in this thread and didn't notice that effect being used, sorry but it was a lot of information to look into :cry:

EDIT: by the way, I tried to add an item from a class feature (specifically a Formula Book (blank) for the alchemist) and it didn't work. Is it a bug or [ITEM] only works for equipment kits?

Trenloe
June 2nd, 2021, 15:16
EDIT: by the way, I tried to add an item from a class feature (specifically a Formula Book (blank) for the alchemist) and it didn't work. Is it a bug or [ITEM] only works for equipment kits?
The [ITEM... ] automation should work for any of the records that have automation when it's added to the PC. Please provide full details of what didn't work.

Zieg
June 2nd, 2021, 15:41
47285

Formula Book (blank) is the exact name of the item.

Trenloe
June 2nd, 2021, 16:26
47285

Formula Book (blank) is the exact name of the item.
Thanks for providing the example. This uncovers some issues for ITEM automation with class features and feats. I'll get that fixed. Thanks for reporting the issue.

Zieg
June 4th, 2021, 13:41
I have found more PC automation issues. Here they are:

1- If you try to name a SPELLCLAS focus in other way than Focus Spells it doesn't work.
47343

2- I don't want to limit the deities my players can take on character creation and I tried to make a CHOICE only with deity and I got a console error.
47342

Trenloe
June 4th, 2021, 13:59
1- If you try to name a SPELLCLAS focus in other way than Focus Spells it doesn't work.
I had specifically coded focus spell classes to be called "Focus Spells" so that any further automation that adds focus spells will add them to the same spell class. I'll update the documentation to indicate that you can't specify the class name for focus spells.


2- I don't want to limit the deities my players can take on character creation and I tried to make a CHOICE only with deity and I got a console error.
Thanks for giving feedback on the error. I'll fix that in a future release.

To make this work properly, please follow the automation documentation. You need to specify the lookup data category and sub-category name. There's an example in the documentation: CHOICE Deity|Primary|Core Deities (use inside square brackets). I haven't coded this to accept blank values at this stage. If you want your players to have access to all deities, then just ask them to drag the relevant deity from the lookup data Deities list to their character sheet.

Zieg
June 4th, 2021, 15:07
I guessed it probably was intended but nevertheless I decided to let you know just in case.

Thank you for your quick reply.

Farnaby
June 5th, 2021, 06:18
Hi Trenloe,

I wanted to add a new Leshy Heritage (Seaweed Leshy) which gives the PC a 20 ft. swim speed.
So I added [MOVEMENT Swim 20 feet] to the automation but got following error:
Unable to apply automation (see attached pic)

What did I do wrong?
( Default state = I messed up :))

Trenloe
June 5th, 2021, 06:53
The Google doc heading for movement says "Movement (available Release 18d)" - which will be available on Tuesday.

Farnaby
June 5th, 2021, 07:11
Aaaargh, default state confirmed....

Zaister
June 8th, 2021, 15:38
Reference document: https://docs.google.com/document/d/10RElQl0GcstaQ2m3CKKPGV0JGvDyhGyOCXd1wFQ-cN8/edit?usp=sharing

Is there a similar document for monster ability automation perhaps?

Trenloe
June 8th, 2021, 15:44
Is there a similar document for monster ability automation perhaps?
Available in the sticky thread here: https://www.fantasygrounds.com/forums/showthread.php?64192-Pathfinder-Second-Edition-Bestiaries-and-Automation

Zaister
June 8th, 2021, 15:45
Fantastic, thank you!

Larsenex
June 8th, 2021, 15:46
I need to go back and review the videos Trenloe posted for the new automation and go and redo (add) the automation to my campaign coming on Saturday. The group is about 3/4 thru the first level of Gauntlight, and there is no monster automation. This is a good opportunity for me to learn the 'way' and get the next few upcoming encounters automated.

Trenloe
June 8th, 2021, 15:54
The group is about 3/4 thru the first level of Gauntlight, and there is no monster automation.
I don't think you're looking in the right place, because there is far from "no monster automation". I've just opened the first 10 creatures and they all have automation. The exception will be hazards, which were produced before hazard automation was available (Release 18 of the ruleset).

Larsenex
June 8th, 2021, 16:08
You are correct. I was thinking of a hazard.

spoonhead
June 8th, 2021, 19:08
Automating the hazards was pretty straightforward for me, using the spell tab. Seemed to work as well on level 1 when the party encountered one.

Trenloe
June 8th, 2021, 19:12
Release 18d has just been pushed to live as part of the usual Tuesday update cycle.

Fixes in this version:

The "ApplyAllEffects" code won't apply all effects (including removing the PCROLL effect) if there isn't at least one save result. Fixed in R18d.
Spells campaign data list - filters that use traits won't display feats with comma separated traits. Fixed in R18d.
Some [ITEM ...] automation wouldn't work correctly for class features and feats. Fixed in R18d.
Error when using CHOICE automation without required category and sub-category names. Fixed in R18d.


Complete list of "Stuff":

[Fixed] Spell trait filters not working correctly for comma separated traits.
[Fixed] Issue with ITEM automation not working in class features and feats.
[Fixed] PCROLL effects wouldn't clear if there were no results stored.
[Fixed] Spell class Item and Misc modifier wouldn't apply attack rolls. TODO: properly code ITEM modifier bonus type.
[Added] MOVEMENT automation.
[Added] SIZE PC automation.
[Added] OFF switch for [EFFECT use...] automation
[Added] Range option to WEAPON automation.
[Updated] Effect start/end wording changed from round to turn.
[Updated] All "add" automation should now be case insensitive (for "add").
[Updated] Chat version set to release date and R18d

Zieg
June 8th, 2021, 20:28
Are you planning on adding xref variables to spell damage type?

I have been tinkering with draconinc and elemental sorcerer bloodline focus spells and the damage type entry for spell damage actions doesn't seem to accept {XXX} to access such a variable.

Trenloe
June 8th, 2021, 21:34
Are you planning on adding xref variables to spell damage type?

I have been tinkering with draconinc and elemental sorcerer bloodline focus spells and the damage type entry for spell damage actions doesn't seem to accept {XXX} to access such a variable.
XRef variables are currently only supported in character and item effects.

Using them in other areas is something I'm considering. Probably not until Release 19.

Zieg
June 8th, 2021, 22:07
Ok :)

Montis
June 9th, 2021, 11:04
I have another QoL request. Could it be possible to implement the following?

I would like it if you have a creature targeted and you then click on a spell effect in the action tab while holding shift, that it applies the effect to the creature but targeted back to the character that used the effect.

Trenloe
June 9th, 2021, 11:07
I would like it if you have a creature targeted and you then click on a spell effect in the action tab while holding shift, that it applies the effect to the creature but targeted back to the character that used the effect.
That's under "Simplify effect targeting with 'To Me' option." in the future functionality listed in post #9.

Montis
June 9th, 2021, 11:27
Ok, thanks :)

Another thing I noticed is that the colours seem to be reversed when configuring the sidebar. The "highlighted" ones are the inactive ones and vice versa.

47437

It's a bit unintuitive and therefore confusing when configuring it. Not a high priority change in any case though.

Trenloe
June 9th, 2021, 11:38
Ok, thanks :)

Another thing I noticed is that the colours seem to be reversed when configuring the sidebar. The "highlighted" ones are the inactive ones and vice versa.

47437

It's a bit unintuitive and therefore confusing when configuring it. Not a high priority change in any case though.
Selection buttons aren't highlighted, they're darker because they've been pressed. This is standard base FG CoreRPG functionality.

Zieg
June 9th, 2021, 19:20
This happens when I try to create a focus spell class from a Feat or from a look up data.

47446

I guess this is some kind of bug? or do you have something hardcoded to give cloistered clerics a spell focus class? cause I tried just adding the cloistered cleric lookup data entry and it creates a spell focus class on itself.

Farnaby
June 10th, 2021, 04:12
This happens when I try to create a focus spell class from a Feat or from a look up data.
I guess this is some kind of bug? or do you have something hardcoded to give cloistered clerics a spell focus class? cause I tried just adding the cloistered cleric lookup data entry and it creates a spell focus class on itself.

According to the doc, focus spells are extra
-- <spell class name> - The name of the spell class to create on the actions tab. Note - this is currently ignored for focus spell classes, and “Focus Spells” will be used.

So I guess add focus|Focus Spells| is redundant and it should be [SPELLCLASS add focus|divine|wisdom|trained|1]

Trenloe
June 10th, 2021, 08:39
According to the doc, focus spells are extra
-- <spell class name> - The name of the spell class to create on the actions tab. Note - this is currently ignored for focus spell classes, and “Focus Spells” will be used.

So I guess add focus|Focus Spells| is redundant and it should be [SPELLCLASS add focus|divine|wisdom|trained|1]
Ignored doesn't mean don't include something. You still need to include something for the field. Otherwise the code won't extract the correct information.

@Zieg - I'm still considering exactly how to code Focus Spells. For now, keep using it as is (i.e. a spell class called "Focus Spells" will be created).

Zieg
June 10th, 2021, 10:43
Ok. But command syntax wasn't the question.

What I was showing in the image is that when you create a focus spellclass from a Feat it creates two instances of focus spellclass at once, and this issue also happens when you add it from the Other tab from a Lookup data.

Trenloe
June 10th, 2021, 10:44
Ok. But command syntax wasn't the question.

What I was showing in the image is that when you create a focus spellclass from a Feat it creates two instances of focus spellclass at once, and this issue also happens when you add it from the Other tab from a Lookup data.
I was replying to your question. I'm still considering exactly how to code Focus Spells.

ddavison
June 15th, 2021, 18:06
I just posted this to Reddit under the Pathfinder2e sub.

Wow, it's definitely a tough crowd over there if it isn't free or Foundry. If you are a fan of FGU, please pop over and share some support.
https://www.reddit.com/r/Pathfinder2e/comments/o0ga9p/pathfinder_2e_on_fantasy_grounds_unity/

bigdummy
June 15th, 2021, 18:26
I... won't go evangelizing FGU on Reddit. It's a losing battle.

I won't get into one vs. the other here, or anywhere else. (And each have advantages over the other) My party has tried both, and prefers FGU, so FGU is where we will be.

prknickspr
June 15th, 2021, 18:32
The sad part is that most people are more than willing to pirate, or try to get everything as free as possible. I'm not going to pretend like I've never pirated things in the past, but I also wouldn't go out of my way to insult those who won't. The reality is that once the people who are working for free don't release something in what the community feels is a timely manner, they are going to jump all over them. Sadly the internet anonymity easily causes these types of issues.

When I decided to go with Fantasy Grounds, I looked at Roll20, and I looked at Foundry. The first thing I noticed, was while Foundry had a lot more content for free, There was no real way to know what was being worked on, and who was working on it. Roll20 automation left much to be desired. Fantasy grounds was definitely the most costly, but you get what you pay for, and my players and I have been nothing but happy with our experience.

Farnaby
June 15th, 2021, 19:57
The sad part is that most people are more than willing to pirate, or try to get everything as free as possible. I'm not going to pretend like I've never pirated things in the past, but I also wouldn't go out of my way to insult those who won't. The reality is that once the people who are working for free don't release something in what the community feels is a timely manner, they are going to jump all over them. Sadly the internet anonymity easily causes these types of issues.

When I decided to go with Fantasy Grounds, I looked at Roll20, and I looked at Foundry. The first thing I noticed, was while Foundry had a lot more content for free, There was no real way to know what was being worked on, and who was working on it. Roll20 automation left much to be desired. Fantasy grounds was definitely the most costly, but you get what you pay for, and my players and I have been nothing but happy with our experience.

+1000

Zarestia
June 15th, 2021, 20:44
I'd rather show the power of FGU than to argue with the reddit bubble.
I've though about doing a rather "complete" OGL/SRD for PF2e, without extended automation of course, but wasn't sure if that would be even wanted (also effecting sales, I don't know :D). Not to further derail this original thread.

Larsenex
June 15th, 2021, 21:19
Speaking of showcasing FGU for Pathfinder 2E. Has any of our Fantasy Grounds College folks streamed any of the new modules or better yet the Ruins of Guantlight mega dungeon.

I am running it now with my group and we love FGU and the automation. I think the mega dungeon is one of the better ways to showcase Fantasy grounds Unity as its all about lighting, ambient lighting and more. Trenloe & Shade have done such an amazing job with monster and character automation that showing this in a promoted stream (I feel) would sway many folks on the fence about freeware vrs Quality.

Milke
June 16th, 2021, 17:03
The automations coming out for PF2 on FGU are nothing short of amazing. The lighting too. Release 18 was spectacular. And then I saw what Trenloe has planned for Release 19, and I'm already impatient. And SR has already gone back and retroactively added so much stuff, saving me a TON of work. FGU is the place to be.

Trenloe
June 16th, 2021, 17:39
Pathfinder 2 RPG Ruleset update - R18e.1

[Added] Number of uses to PC [SPELL add ...] automation.
[Added] Empty weapon fields now supported in PC [WEAPON add ...] automation (code converts blank to space).
[Added] "Add to PC" button to chargen tracker grouped lists (Ancestry, Background and Class - not currently available for Heritages).
[Added] [SPELL add ...] PC automation now supports informational data in (...) after spell name.
[Added] [MESSAGE custom ...] option added
[Updated] [FEAT add ...] automation now processes subset name within brackets.
[Updated] Migrated Ancestry and Class chargen lookups to grouped lists.
[Updated] Column width change for feats by level.
[Updated] PC character effect toggle not operational until GM opens CT.
[Updated] Ancestry, Background, Class and Feats windows launched from the chargen tracker position to the top left of the desktop, as opposed to the default center - making all fields visible on 1080p screens without having to move the window.
[Fixed] Ancestry ability character effect automation not linking to base ability.
[Fixed] PCROLL effects not updating result text if effect removed then re-added.
[Fixed] PCROLL - basic save damage not being applied correctly if cooldown [USED] indicator in ability title.
[Fixed] NPC GM only effects showing in PC Combat Tracker


A few fixes/improvements around PCROLL functionality and character effects. And "Add to PC" buttons on the Ancestry, Background, Class and Feats windows launched from the chargen tracker - Heritages will get the same functionality once there's a required update to CoreRPG. With a nice side bonus of top-level details for ancestries and classes. No more Drag/Drop for quite a few PC creation activities (you'll still have to do it for some - items, spells, etc.)...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47634

Montis
June 17th, 2021, 10:09
Really minor issue: when you make the party rest for 10 minutes through the combat tracker, the button says "+10 mins Exploration Activity" while the chat log says "Party carries out Encounter mode activities for 10 minutes."
I believe the latter should also read "Exploration mode" :)

Other than that: great work on the updates, looking forward for any future updates to come! :o

Trenloe
June 17th, 2021, 11:01
Really minor issue: when you make the party rest for 10 minutes through the combat tracker, the button says "+10 mins Exploration Activity" while the chat log says "Party carries out Encounter mode activities for 10 minutes."
I believe the latter should also read "Exploration mode" :)
Thanks for reporting. I'll get that fixed in the next release.


Other than that: great work on the updates, looking forward for any future updates to come! :o
Thanks!

Montis
June 17th, 2021, 18:11
Another thing I just noticed: if you put something into the quick bar like a skill or an attack roll and you have a levelup or the stat changes through some other way, the roll in the quick bar won't get updated.
E.g. I like to have perception in the quick bar, but I have to update it there whenever we have a level-up, otherwise I'll get a roll that's one too low.

This might be a bigger undertaking to change so I can understand if this is not going to be "fixed" anytime soon, I just wanted to make you aware if you weren't already.

Trenloe
June 17th, 2021, 18:15
Another thing I just noticed: if you put something into the quick bar like a skill or an attack roll and you have a levelup or the stat changes through some other way, the roll in the quick bar won't get updated.
E.g. I like to have perception in the quick bar, but I have to update it there whenever we have a level-up, otherwise I'll get a roll that's one too low.
This is standard Fantasy Grounds functionality. The hotkey bar stores the information about the action when you add it. It's not a link to a dynamic action. So you'll need to remember to remove the old one and add a new one if the information changes.

Montis
June 18th, 2021, 11:29
Ah, pity. Thanks for the explanation.

Zieg
June 19th, 2021, 00:21
I found one issue with FILTER command.

If the first thing you write in the automation text box is FILTER ie. FILTER:Class=Barbarian[EFFECT char DMG: +2 circumstance] it won't apply on a Barbarian character. I worked around this using [NONE] first: [NONE]FILTER:Class=Barbarian[EFFECT char DMG: +2 circumstance]

Trenloe
June 19th, 2021, 12:04
I found one issue with FILTER command.

If the first thing you write in the automation text box is FILTER ie. FILTER:Class=Barbarian[EFFECT char DMG: +2 circumstance] it won't apply on a Barbarian character. I worked around this using [NONE] first: [NONE]FILTER:Class=Barbarian[EFFECT char DMG: +2 circumstance]
Thanks for reporting. I'll investigate.

Montis
June 21st, 2021, 22:02
Can we have the small button back to roll perception next to the senses on the main character tab? It was there in the PF1 ruleset (or maybe even before in the PF2E ruleset?) but for some reason got removed.

Mockup: 47744

Or is there an explanation on why it was removed somewhere?

Trenloe
June 21st, 2021, 22:07
Can we have the small button back to roll perception next to the senses on the main character tab? It was there in the PF1 ruleset (or maybe even before in the PF2E ruleset?) but for some reason got removed.

Mockup: 47744

Or is there an explanation on why it was removed somewhere?
It wasn't removed. That's an issue with the GUI. Thanks for reporting.

Montis
June 21st, 2021, 22:53
Ah, glad to hear it's "just a bug". :)

Trenloe
June 21st, 2021, 23:04
Ah, glad to hear it's "just a bug". :)
It'll back from vacation next week.

Montis
June 23rd, 2021, 10:13
I found another odd thing. In the Effects window on the upper left it says "PRESETS Click = Apply. ALT-Click = Info"
But when I alt+click on a light it says:
"Couldn't find effect 'LIGHT candle' in lookup data. Ensure you have relevant data modules loaded - e.g. Core Rules."
It works on the conditions though.

Trenloe
June 23rd, 2021, 10:21
I found another odd thing. In the Effects window on the upper left it says "PRESETS Click = Apply. ALT-Click = Info"
But when I alt+click on a light it says:
"Couldn't find effect 'LIGHT candle' in lookup data. Ensure you have relevant data modules loaded - e.g. Core Rules."
It works on the conditions though.
It's only designed to work on conditions. It's a lookup to the definition in the Core Rules.

Trenloe
June 23rd, 2021, 11:06
Added a video showing creation of an azarketi fighter using the recently released free azarketi web supplement: https://youtu.be/svt8fEazaeo

Supplement available here: https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO9304WEBFG

Stargrove
June 23rd, 2021, 22:15
Interesting. Unfortunately, when I try to "buy" it PayPal just errors out. Oh well.

Trenloe
June 23rd, 2021, 23:27
Interesting. Unfortunately, when I try to "buy" it PayPal just errors out. Oh well.
Did you follow the instruction in the video - or the guidelines at the top of the product page?

Wolfspyder
June 26th, 2021, 02:25
Interesting. Unfortunately, when I try to "buy" it PayPal just errors out. Oh well.

I am pretty sure I read that the store won't let it sell free items by themselves, you would have to purchase something and add the free ancestry with it. I was able to get it when I purchased other items yesterday.

Trenloe
June 26th, 2021, 09:12
You can also check the "Yes, I want to participate" option to donate $1 to Save the Children on the "Confirm order" page - this makes your order $1 and so you can checkout successfully through PayPal. This is a nice option as it gives $1 to charity for all my work on the Azarketi web supplement, and SmiteWorks match this donation at the end of the year too - double bonus!!

Stargrove
June 27th, 2021, 02:03
I just donated the $1. I was ok with that.

Trenloe
June 28th, 2021, 20:31
I found one issue with FILTER command.

If the first thing you write in the automation text box is FILTER ie. FILTER:Class=Barbarian[EFFECT char DMG: +2 circumstance] it won't apply on a Barbarian character. I worked around this using [NONE] first: [NONE]FILTER:Class=Barbarian[EFFECT char DMG: +2 circumstance]
Thanks for reporting. I've identified the issue and it will be fixed in the next release.

Trenloe
June 28th, 2021, 20:49
This happens when I try to create a focus spell class from a Feat or from a look up data.

47446

I guess this is some kind of bug? or do you have something hardcoded to give cloistered clerics a spell focus class? cause I tried just adding the cloistered cleric lookup data entry and it creates a spell focus class on itself.
Revisiting this. I misunderstood your original question/issue. Sorry for that.

As you guessed, there is some code that adds the focus class automatically - if a feat is named "domain initiate" the base focus class will be added in the code. Having automation in that feat will also be executed - hence why you got two focus spells. Sorry for not being on the same wavelength.

I've amended the ruleset code to not do the default operation if there's any automation in the record (most other record types work this way already). This will be in a future release. Thanks for pointing out the issue.

Zieg
June 29th, 2021, 21:15
Don't worry, I'm happy for being of some help.

DalatWest
June 30th, 2021, 22:56
Weapon Specialization

Maybe I'm missing something or maybe it's not possible, but is this ability automated? or do I have to add 2 to the damage of each weapon i'm Expert in?

Thanks for the work you do.

Ron

Trenloe
June 30th, 2021, 23:25
Weapon Specialization

Maybe I'm missing something or maybe it's not possible, but is this ability automated? or do I have to add 2 to the damage of each weapon i'm Expert in?
Handle it manually.

bigdummy
July 2nd, 2021, 17:56
I'm not exactly sure what's happening, but Toughness automation is not being applied. I just noticed this in 18G, but we last created characters on release 17b, so I don't know when it appeared.

I've tested on 2 characters, applying Toughness at level 1 and then at level 3. The automation [HP miscperlevel +1] is in the 18G rulebook. Out of curiosity, I cloned it and removed the + so it reads [HP miscperlevel 1] as it does in the reference doc. Neither one will add the automated HP.

Surprisingly, though, if you remove toughness, it DOES decrement miscperlevel by 1 -- so if you add it, and then remove it, the level +/- indicator becomes -1. (You can repeat this as much as you want, as well; it will decrement by 1 every time. Though WHY you'd want to do that...) ;)

Trenloe
July 2nd, 2021, 18:08
I'm not exactly sure what's happening, but Toughness automation is not being applied. I just noticed this in 18G, but we last created characters on release 17b, so I don't know when it appeared.

I've tested on 2 characters, applying Toughness at level 1 and then at level 3. The automation [HP miscperlevel +1] is in the 18G rulebook. Out of curiosity, I cloned it and removed the + so it reads [HP miscperlevel 1] as it does in the reference doc. Neither one will add the automated HP.

Surprisingly, though, if you remove toughness, it DOES decrement miscperlevel by 1 -- so if you add it, and then remove it, the level +/- indicator becomes -1. (You can repeat this as much as you want, as well; it will decrement by 1 every time. Though WHY you'd want to do that...) ;)
Thanks for reporting. This issue has already been identified and the fix is with SmiteWorks for release with the Tuesday updates next week.

DonE66
July 5th, 2021, 17:29
Not sure if this is related to the HP issue above but want to be sure I'm approaching this correctly. I am trying to automate an effect to an item when equipped. The effect is HEAL: 10 temp which was the standard for NPC automation. I also noticed the HP 10 in the latest notes. I have tried [EFFECT equip HEAL: 10 temp], [EFFECT equip HP: 10] and while both add the effect to the character when equipped, it does not add the temporary or additional HP in the combat tracker. Am I doing something wrong?

Montis
July 6th, 2021, 10:05
Is there or will there be any way to give temporary hit points a duration? Often they only last 1 round and people forget that they should remove them afterwards.

ShadeRaven
July 6th, 2021, 13:24
Is there or will there be any way to give temporary hit points a duration? Often they only last 1 round and people forget that they should remove them afterwards.I imagine Trenloe plans on trying to support almost all of the rules in the long run.

Out of curiosity, what have you been finding that lasts only 1 round? It seems to me that most Temporary Hit Points I come across have a 1 minute duration (10 rounds).

kaernunnos
July 6th, 2021, 14:16
I imagine Trenloe plans on trying to support almost all of the rules in the long run.

Out of curiosity, what have you been finding that lasts only 1 round? It seems to me that most Temporary Hit Points I come across have a 1 minute duration (10 rounds).

I know of a few, Orc Ancestry Victorious Vigor. (https://2e.aonprd.com/Feats.aspx?ID=88)
Also the Call the Blood Spell (https://2e.aonprd.com/Spells.aspx?ID=845)



(https://2e.aonprd.com/Feats.aspx?ID=88)

ShadeRaven
July 6th, 2021, 17:01
I know of a few, Orc Ancestry Victorious Vigor. (https://2e.aonprd.com/Feats.aspx?ID=88)
Also the Call the Blood Spell (https://2e.aonprd.com/Spells.aspx?ID=845)
(https://2e.aonprd.com/Feats.aspx?ID=88)Victorious Vigor! Ah ha! Didn't catch that one. Call the Blood actually lasts for 1 minute. The way it reads is a little confusing, though, like it's almost a part of the 1 round quickened, but at the end, it lets you know it lasts a minute.

Montis
July 7th, 2021, 09:53
I imagine Trenloe plans on trying to support almost all of the rules in the long run.

Out of curiosity, what have you been finding that lasts only 1 round? It seems to me that most Temporary Hit Points I come across have a 1 minute duration (10 rounds).

Here's the ones that I've been looking at:

Replenishment of War
https://2e.aonprd.com/Feats.aspx?ID=293

Steel Yourself!
https://2e.aonprd.com/Feats.aspx?ID=2009

Rallying Charge
https://2e.aonprd.com/Feats.aspx?ID=2011

Montis
July 7th, 2021, 09:57
A different issue:

I've had it in the past couple of sessions that there was a player for whom the HP of the party (or even himself) doesn't update properly in the combat tracker. I've experienced this even myself when playing, where it updated correctly for all other players. I have no indication as to what triggers this and will post more information here if I find out. The only thing in relation to this that might be relevant is that it seems to be always the same player and that we have a similar campaign setting for displaying hit points (bar on allies, dot on enemies on the map, and detailed wound stages in the tracker).

ShadeRaven
July 7th, 2021, 12:39
There are a few out there, indeed! Especially for those battle master types.

As for the HPs.... the only time I have encountered anything similar is when someone is vastly out of sync. Unfortunately, there's no easy way to determine when, why, or how that happens. :( Most the time, having them relog into FGU, or even go as far as doing a reboot, then relogging, seems to clean things up, but it's not guaranteed from what we've experienced.

Montis
July 8th, 2021, 13:55
Another issue I found while browsing through the PF2 Steam library:

https://store.steampowered.com/app/1356010/Fantasy_Grounds__Pathfinder_2_RPG__Pathfinder_Soci ety_Quest_3_Grehundes_Gorget/?curator_clanid=38462416&curator_listid=68152

The image displays Starfinder Society, however it's clearly a Pathfinder Society Quest.

Trenloe
July 8th, 2021, 14:30
Another issue I found while browsing through the PF2 Steam library:

https://store.steampowered.com/app/1356010/Fantasy_Grounds__Pathfinder_2_RPG__Pathfinder_Soci ety_Quest_3_Grehundes_Gorget/?curator_clanid=38462416&curator_listid=68152

The image displays Starfinder Society, however it's clearly a Pathfinder Society Quest.
Thanks for reporting issues you find, but can you report anything wrong with the FG store or Steam directly to [email protected] please. These aren't things that the ruleset or DLC devs can fix directly. Thanks!

Montis
July 8th, 2021, 15:48
but can you report anything wrong with the FG store or Steam directly to [email protected] please.
Alright, will do.


This one's for here and I'm unsure if it's intended behaviour or not:

If I have a monster that is WEAK: 10 critical and I deal damage to it with a weapon with one or more damaging property runes (e.g. shocking), the extra damage will be calculated multiple times; once for each damage instance.
Same goes for RESIST: 10 critical, however in the opposite direction, of course.

Trenloe
July 8th, 2021, 15:55
This one's for here and I'm unsure if it's intended behaviour or not:

If I have a monster that is WEAK: 10 critical and I deal damage to it with a weapon with one or more damaging property runes (e.g. shocking), the extra damage will be calculated multiple times; once for each damage instance.
Same goes for RESIST: 10 critical, however in the opposite direction, of course.
That's intended. Each damage instance is treated separately.

Some info from a Paizo PF2 dev here: https://paizo.com/threads/rzs42bxf?Two-Small-Flaws-in-the-Weakness-System#24

DonE66
July 9th, 2021, 04:13
Trenloe, what effect strings work on item automation fields? Per my post #138 I tried the HEAL effect but it did not add temporary hp to the character in the combat tracker though it did show the effect in the effects area. Just trying to understand what effects work currently vs the future. thanks

Trenloe
July 9th, 2021, 08:45
Trenloe, what effect strings work on item automation fields? Per my post #138 I tried the HEAL effect but it did not add temporary hp to the character in the combat tracker though it did show the effect in the effects area. Just trying to understand what effects work currently vs the future. thanks
Effects don't trigger actions, they effect a future action. HEAL effects get applied when a heal action is triggered - these are currently only attached to spells.

DonE66
July 9th, 2021, 19:41
Thanks for the clarification. Do you plan to add spell like actions that can be applied to a item that is equip or even as interacted action? For example, I wanted to automate the action of a magic item that when worn gives False Life as in the spell.

kaernunnos
July 9th, 2021, 20:04
Thanks for the clarification. Do you plan to add spell like actions that can be applied to a item that is equip or even as interacted action? For example, I wanted to automate the action of a magic item that when worn gives False Life as in the spell.

Item actions is on the list for things planned for R19, you can see the full list on the first page on this thread


Incremental updates and bug fixes to Release 18 will be ongoing.

Future major releases bring significant functionality. The following is currently planned for future releases - this information is subject to change and nothing is set in stone at this point.

Release 19 - approximate release end 2021.

Additional actions tab added to the character sheet - contains PF2 action data. This tab will be the main place to access and carry out PF2 actions for a characters - skill actions (e.g. demoralize), feat based actions, class feature based actions, item based actions, general actions, etc., etc..
Addition of a new record type - "Action" to cater for PF2 actions and automation.
New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..
Tracking and handling of afflictions.
Automation of the dying process and wounded condition.
Option to select a specific skill for initiative.
Desktop modifier buttons/controls.
Damage combination for features such as flurry of blows.
Simplify effect targeting with "To Me" option.
Filter by trait - if performance is acceptable.


Release 20+ - ETA mid-late 2022.

Animal Companion handling
Encounter XP and Threat calculations.
Better presentation of chargen option windows and data selection.
Tighter integration of magic items and their abilities/effects.
Crafting and forumulas.
Distance calculations for ranged attacks.

ShadeRaven
July 9th, 2021, 20:52
Honestly, DonE66, at this point, you are better off just using a spell action to add some of the effects you want to implement until the time comes when the ruleset can handle the more complex automation on items you are seeking. I personally create an Items spell group for commonly use items with effects the group needs (such as healing potions and elixirs, items with special activation effects that are temporary, etc).

Montis
July 14th, 2021, 13:18
I have a request:

While the Token Lock option is disabled on a map, I would still like to be able to hold ALT while moving a token to see how far the distance is and at the same time being able to make a multi-move. And I would like to be able to do it as a player as well and then be able to confirm my own move when Token Lock is disabled, for ease of measuring distances and show everyone how I'm moving.

Trenloe
July 14th, 2021, 13:24
I have a request:

While the Token Lock option is disabled on a map, I would still like to be able to hold ALT while moving a token to see how far the distance is and at the same time being able to make a multi-move. And I would like to be able to do it as a player as well and then be able to confirm my own move when Token Lock is disabled, for ease of measuring distances and show everyone how I'm moving.
This is not specific to PF2, it's general to FGU.

Please create your request in the FGU wishlist here: https://fgapp.idea.informer.com/

Montis
July 14th, 2021, 14:47
Thanks, done :)

https://fgapp.idea.informer.com/proj/fgapp?ia=136807

Zieg
July 15th, 2021, 15:53
I think I may have found another bug.

After solving the little issue of how to name a class kit for it to be processed automatically on character creation, I found that the automations seem to be processed twice or even three times in a row.

48214

Also after adding a backpack from the adventurer's kit with the automation for bulk, the automation seems to be applied twice with no apparent reason as you may probably see in the screenshot I provided.

I would like to make a suggestion as well after reviewing all spells. Since in Pathfinder 2 there is no max dice on the formula for spell damage it would be great if I could substrat dice from the formula i.e. 2d6*spell level -1. I found that I need to substract dice from some spells for them to apply the right damage when configured in the right way.

Trenloe
July 15th, 2021, 16:06
I found that the automations seem to be processed twice or even three times in a row.
Thanks for reporting. This has already been identified and is fixed in R18i.


I would like to make a suggestion as well after reviewing all spells. Since in Pathfinder 2 there is no max dice on the formula for spell damage it would be great if I could substrat dice from the formula i.e. 2d6*spell level -1. I found that I need to substract dice from some spells for them to apply the right damage when configured in the right way.
For release 19 I'm going to look at redesigning some areas of the spell actions. The data in there currently sometimes doesn't apply easily to heightening spells.

Zieg
July 15th, 2021, 16:17
Thanks for reporting. This has already been identified and is fixed in R18i.


For release 19 I'm going to look at redesigning some areas of the spell actions. The data in there currently sometimes doesn't apply easily to heightening spells.

Thanks for the info

jakjr15
July 20th, 2021, 04:53
I would simply like to thank you for all your hard work. I really look forward to seeing version 19 when it is released. I have been creating custom spell actions to simulate a lot of the skill actions and items but to have something specifically designed for it sounds great. This program has made playing Pathfinder 2E run a lot smoother and the more automation that is created, the better that will be. Thanks again and if there is anything about these new actions that I find that doesn't work as it should, I will let you know.

Also, I know the undo feature by holding Control while dragging the roll over the token that was accidentally affected is on your list of bugs to fix. Just curious if that is something that will also be on release 19 or if that will be on a smaller update before then? Thanks

timmyd
July 20th, 2021, 06:55
I would simply like to thank you for all your hard work. I really look forward to seeing version 19 when it is released. I have been creating custom spell actions to simulate a lot of the skill actions and items but to have something specifically designed for it sounds great. This program has made playing Pathfinder 2E run a lot smoother and the more automation that is created, the better that will be. Thanks again and if there is anything about these new actions that I find that doesn't work as it should, I will let you know.

Also, I know the undo feature by holding Control while dragging the roll over the token that was accidentally affected is on your list of bugs to fix. Just curious if that is something that will also be on release 19 or if that will be on a smaller update before then? Thanks

I echo the above sentiment, I'm more a of lurker around here, but everything done is appreciated

Trenloe
July 20th, 2021, 08:29
Also, I know the undo feature by holding Control while dragging the roll over the token that was accidentally affected is on your list of bugs to fix. Just curious if that is something that will also be on release 19 or if that will be on a smaller update before then? Thanks
It's mostly a base FGU issue rather than a PF2 ruleset issue. No ETA on when that'll be fixed.

Moon Wizard
July 20th, 2021, 18:13
We're actively working on a large refactor of the back end to fix font layout and image undo specifically. (as well as a few other bugs in related areas)

Regards,
JPG

Trenloe
July 20th, 2021, 19:08
I found that the automations seem to be processed twice or even three times in a row.

48214

Also after adding a backpack from the adventurer's kit with the automation for bulk, the automation seems to be applied twice with no apparent reason as you may probably see in the screenshot I provided.
Today's update should address this issue: https://www.fantasygrounds.com/forums/showthread.php?69721-Release-Updates-for-July-20th-2021

Zieg
July 20th, 2021, 20:20
Today's update should address this issue: https://www.fantasygrounds.com/forums/showthread.php?69721-Release-Updates-for-July-20th-2021

Yes it does, but still persists a bug that only happens on fgu that if you didn't open the inventory tab before applying the class kit from the character tracker and you open it after, you will be prompt again to check the options automation in the class kit. I thought you knew this issue as well.

Trenloe
July 20th, 2021, 23:03
Yes it does, but still persists a bug that only happens on fgu that if you didn't open the inventory tab before applying the class kit from the character tracker and you open it after, you will be prompt again to check the options automation in the class kit. I thought you knew this issue as well.
Can you provide steps to reproduce the issue please?

Zieg
July 21st, 2021, 11:32
Can you provide steps to reproduce the issue please?

Sure.

1- Create a character but do not open any tab.
2- Open character tracker and apply ancestry, heritage, background, class and free ability boosts.
3- When prompted to apply default class kit, click Yes.
4- Open Inventory tab and you will be prompted again to check OPTIONS if the class kit had it.

I think this is due to fgu loading tabs the first time you click on them whereas fg classic loads them right after opening the character.

Trenloe
July 21st, 2021, 12:27
Sure.

1- Create a character but do not open any tab.
2- Open character tracker and apply ancestry, heritage, background, class and free ability boosts.
3- When prompted to apply default class kit, click Yes.
4- Open Inventory tab and you will be prompted again to check OPTIONS if the class kit had it.

I think this is due to fgu loading tabs the first time you click on them whereas fg classic loads them right after opening the character.
I can't recreate. Which classkit are you using that gives the issue?

Zieg
July 21st, 2021, 14:21
I can't recreate. Which classkit are you using that gives the issue?

I made all my class kits and they all have the same issue, this is an example.

https://we.tl/t-r9en3l0lVg

For some reason I can't upload images so I provide a we transfer link.

Trenloe
July 21st, 2021, 14:32
I made all my class kits and they all have the same issue, this is an example.

https://we.tl/t-r9en3l0lVg

For some reason I can't upload images so I provide a we transfer link.
Add [DELETE item] at the end of the class kit automation.

Zieg
July 21st, 2021, 14:39
It solves it, but now fgu applies the backpack automation twice when I open the inventory tab. Could it be that I'm using fgu demo mode to test the module?

Edit: Nevermind, the character tracker says it is applying it twice but then I checked the bulk entry and it's ok. Thanks for the help.

Trenloe
July 21st, 2021, 14:43
It solves it, but now fgu applies the backpack automation twice when I open the inventory tab.
Assuming you mean the adventurer's pack? If so, put a [DELETE item] at the end of the automation for that as well.

This is what the Core Rules DLC does.

Zieg
July 21st, 2021, 15:01
Assuming you mean the adventurer's pack? If so, put a [DELETE item] at the end of the automation for that as well.

This is what the Core Rules DLC does.

I already added [DELETE item] to adventurer's kit before posting. This is what happens in the character tracker but it seems it isn't actually applied.

https://we.tl/t-SYTrPdmW0G

Trenloe
July 21st, 2021, 15:17
I already added [DELETE item] to adventurer's kit before posting. This is what happens in the character tracker but it seems it isn't actually applied.

https://we.tl/t-SYTrPdmW0G
That's actually removing the automation, then re-applying it - it's showing "entry removed" then "entry applied". Because the item is changing its base carried value.

Zieg
July 21st, 2021, 15:32
That's actually removing the automation, then re-applying it - it's showing "entry removed" then "entry applied". Because the item is changing its base carried value.

It's weird as it only happens if I didn't open the inventory tab before adding ancestry, class, etc...

Zieg
July 23rd, 2021, 12:34
With the last update (18i) xref variables seem to have broken. When you choose an option from [OPTIONS choice xref=...] the variable is created but with no value asigned.

48368

Trenloe
July 23rd, 2021, 12:56
With the last update (18i) xref variables seem to have broken. When you choose an option from [OPTIONS choice xref=...] the variable is created but with no value asigned.

48368
What is the full automation string you're using?

Zieg
July 23rd, 2021, 13:01
The one provided in the automation document

[OPTIONS choice xref=BIR Black Dragon=acid|Blue Dragon=electricity|Green Dragon=poison|Red Dragon=fire|White Dragon=cold|Brass Dragon=fire|Bronze Dragon=electricity|Copper Dragon=acid|Gold Dragon=fire|Silver Dragon=cold]

I copy pasted it for barbarians.

Trenloe
July 23rd, 2021, 15:51
The one provided in the automation document

[OPTIONS choice xref=BIR Black Dragon=acid|Blue Dragon=electricity|Green Dragon=poison|Red Dragon=fire|White Dragon=cold|Brass Dragon=fire|Bronze Dragon=electricity|Copper Dragon=acid|Gold Dragon=fire|Silver Dragon=cold]

I copy pasted it for barbarians.
That's weird, that code hasn't changed. But there is an issue.

I've uploaded a fix. It should make it into the R18j update which will be available on Tuesday.

Thanks for reporting the issue.

Zieg
July 24th, 2021, 18:55
Trenloe would you delete whatever is giving the Witch a spellclass on creation for the next release please? I'm adding witch spellclasses from lookupdata and I get a message that the class already exists and the one that fg creates doesn't have the spell tradition applied.

Thanks

Trenloe
July 24th, 2021, 19:13
Trenloe would you delete whatever is giving the Witch a spellclass on creation for the next release please? I'm adding witch spellclasses from lookupdata and I get a message that the class already exists and the one that fg creates doesn't have the spell tradition applied.
I'll investigate the tradition not being applied. I'm sorry, but I'm not going to remove the functionality in the standard product that's (mostly) working to cater for custom work you're doing.

Zieg
July 24th, 2021, 23:04
Sorry I didn't express myself correctly. I meant change it so that it doesn't apply automatically if another feature is adding it, like the sorcerer and other classes.

It's like the issue I reported with the cleric but this time instead of creating 2 spellclasses it says it already exits.

Sorry again if my previous post was somewhat rude.

Trenloe
July 25th, 2021, 17:14
Sorry I didn't express myself correctly. I meant change it so that it doesn't apply automatically if another feature is adding it, like the sorcerer and other classes.

It's like the issue I reported with the cleric but this time instead of creating 2 spellclasses it says it already exits.

Sorry again if my previous post was somewhat rude.
Ah, right - thanks for clarifying. Sorry for my misunderstanding.

The ruleset code looks for a class feature called "Witch Spellcasting" and creates the spell class based off that class feature, unless there's any automation in that class feature. If you don't want the "Witch Spellcasting" class feature to create the spell class, then put automation of [NONE] in that class feature, this will mean that it doesn't process the usual code for that entry.

Zieg
July 25th, 2021, 21:05
Good to know.

Thanks!

Trenloe
July 27th, 2021, 20:34
The one provided in the automation document

[OPTIONS choice xref=BIR Black Dragon=acid|Blue Dragon=electricity|Green Dragon=poison|Red Dragon=fire|White Dragon=cold|Brass Dragon=fire|Bronze Dragon=electricity|Copper Dragon=acid|Gold Dragon=fire|Silver Dragon=cold]
With today's release this should now be fixed. Thanks again for reporting the issue.

https://www.fantasygrounds.com/forums/showthread.php?69804-Release-Updates-for-July-27th-2021

Zieg
July 27th, 2021, 21:20
With today's release this should now be fixed. Thanks again for reporting the issue.

https://www.fantasygrounds.com/forums/showthread.php?69804-Release-Updates-for-July-27th-2021

Yes

Thanks!

Zieg
July 28th, 2021, 16:37
Hi again!

There seems to be some kind of issue with [OPTIONS choice item] with items whose name has some kind of special character. It doesn't recognize healer's tools, Clothing - Fine or Bolts (10) among others.

Trenloe
July 28th, 2021, 17:13
Hi again!
Hello again! :)


There seems to be some kind of issue with [OPTIONS choice item] with items whose name has some kind of special character. It doesn't recognize healer's tools, Clothing - Fine or Bolts (10) among others.
Works fine for me for all these three items - see below. The PC automation I used for this test was: [OPTIONS choice item Clothing - Fine|Bolts (10)|Healer's Tools]

Case doesn't matter as the comparison to find the item records is all done in lower case.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=48446

Zieg
July 28th, 2021, 18:39
I found the issue, I copy pasted from the official book and some characters seem to be different.

Zieg
August 2nd, 2021, 13:18
I found something interesting... It seems that use automation on weapons with the thrown trait only works with the last weapon the program creates as shown on the picture.

48539

The 1st weapon is the melee one and the 2nd is the ranged 20 feet it creates.

Montis
August 3rd, 2021, 21:09
The focus spell Inspire Defense incorrectly has RESIST: [HCL] physical, while the amount should be half the spell level. Although I'm not sure how you'd write an automation for that.

Weissrolf
August 18th, 2021, 23:53
Hello. Some questions that just came up:

- With weapon effects only handling attach and damage effects yet, what would be the best way to handle weapon critical effects?

- Is it planned to make "Apply all spell effects" also trigger on spell attack rolls (not just saves)?

- "Apply all spell effects" does not seem to work on "Self" unless a caster specifically targets themself before hitting the "Apply..." button. This happens despite Targeting and effects being set to "Self".

- Is there a way to see which spells have hardcoded effects already and which do not? (similar to the small A for feats)

- I noticed that the hardcoded spell "Color Spray" loses some effects when "Reparse spell actions" is used. Is this expected?

Weissrolf
August 21st, 2021, 21:38
For "Apply all effects" SELF targeting saving throws and SELF targeting spell effects do not apply when a player does not specifically target themself on top of the spell and effects already being set to SELF.

So in order to use "Apply all effects" to themself a player has to target themself for both the save and the apply button, else nothing is applied.

Weissrolf
August 21st, 2021, 22:17
I gave it another try and this time it seems that the player (or GM) only has to target themself for the final "Apply all effects", not for the save. We still would prefer if that was not necessary for SELF effects, because that means to switch targets between enemies and self despite the effects already being set to SELF.

Weissrolf
August 26th, 2021, 10:30
Added basic effects to weapons in the PC actions tab - these are applied to attack and damage actions. Can be initially populated via new item "use" automation.
Are there plans to expand these to allow PERS or DMGO effects? (only PERS allows a save, correct?) A flaming (rune) weapon could apply its persistent fire damage automatically on crits then, for example.

Maybe even general effects like "prone; flat-footed" that would allow weapon specialization effects to be automatically applied on crits?

JkCaron
August 26th, 2021, 16:21
I could use an assist; the human ancestry feat "Irriseni Ice-Witch" grants you 5 + half your level in cold resistance. However, I can't seem to get a form of 'RESIST: {HLVLM1}+5 cold' (or a handful of variations of it) to work. Any ideas besides just manually setting it to a static number that we'd have to change every other level?

Darkrite
August 26th, 2021, 17:38
When I set the feat up like this it seems to work properly.
48868

Trenloe
August 27th, 2021, 12:21
I could use an assist; the human ancestry feat "Irriseni Ice-Witch" grants you 5 + half your level in cold resistance. However, I can't seem to get a form of 'RESIST: {HLVLM1}+5 cold' (or a handful of variations of it) to work. Any ideas besides just manually setting it to a static number that we'd have to change every other level?
There's currently an issue with using {HLVLM1}+X - it only uses the X not the dynamic variable. Do what @Darkrite indicates.

dsaraujo
August 29th, 2021, 18:17
Can I create an Item automation that creates a spell? My goal is to add an action for the PC once they add the item to their sheet. I created a spell named Greater Matoke, that has a heal effect. Then I added the following item automation:

[SPELL add greater matoke|Items]

Would that work, assuming a Spellclass Items exist?

Edit: I got it working like this:

[SPELLCLASS add focus|Items|occult|charisma|untrained|1][SPELL add greater matoke|Items]

Really cool!

Trenloe
August 29th, 2021, 18:29
Can I create an Item automation that creates a spell? My goal is to add an action for the PC once they add the item to their sheet. I created a spell named Greater Matoke, that has a heal effect. Then I added the following item automation:

[SPELL add greater matoke|Items]

Would that work, assuming a Spellclass Items exist?
That should work. Just remember that the spell will be removed if the item is unequipped (not carried) and added back if the item is then changed to carried. This may, or may not, be the functionality you want.

DalatWest
September 30th, 2021, 17:26
Looking for an update. How is R19 coming? In particular wondering about:

New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..

Thanks for all the work you do!


Ron

Trenloe
September 30th, 2021, 17:30
Looking for an update. How is R19 coming? In particular wondering about:

New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..

Thanks for all the work you do!


Ron
It's coming along, slowly.

Gwaihir Scout
February 19th, 2022, 23:43
Nice work, man. I'm moving one of my games to PF2 and am seriously impressed by the additions since the original launch.

I checked out Foundry, and while the character sheet automation and the lighting are very nice, it doesn't come close to FG in combat automation.

Trenloe
February 20th, 2022, 18:02
Nice work, man. I'm moving one of my games to PF2 and am seriously impressed by the additions since the original launch.
Thanks! We've done a lot of work on it, and lots of work still to do. But we're slowly getting there...

Valyar
February 21st, 2022, 20:42
Any plans for update of the core theme? Current one is based on the core rule book from the playtest days.

Trenloe
February 22nd, 2022, 14:33
Any plans for update of the core theme? Current one is based on the core rule book from the playtest days.
There aren't any plans to adjust the base ruleset theme at this point.

Idward
June 15th, 2022, 13:44
Is there a rough estimation of when Release 19 will be out? There are a lot of features I am really interested in and cannot wait to use.

Trenloe
June 15th, 2022, 14:56
Is there a rough estimation of when Release 19 will be out? There are a lot of features I am really interested in and cannot wait to use.
High level information can be found in the ruleset plans for 2022 sticky thread: https://www.fantasygrounds.com/forums/showthread.php?72732-Pathfinder-Second-Edition-Ruleset-plans-for-2022