PDA

View Full Version : PFRPG2 GM Enhancement extension



Pages : 1 [2]

dsaraujo
November 20th, 2024, 06:55
Uff, I had a huge update to do. It should be all fixed now, thanks for the patience!

Edit: I guess I need to capture new screenshots! :)

danman71
November 23rd, 2024, 06:42
I have found a Rune Forge bug with Precious Materials. The new GM Core version of the Materials refers to items as "Cold Iron Weapon - Low Grade Cold Iron Weapon" as a subcategory of Precious Material Weapon, instead of just Precious Material like the Pathfinder Second Edition Core Rules does.

This seems to be an issue for all Precious Material in the Remaster. It has the added descriptor of Weapon, Shield or Armor after it and doesn't appear to work with Rune Forge correctly now.

dsaraujo
November 23rd, 2024, 23:39
I did a small fix that should work, but I can't fully test it (short time before holiday here). Let me know if it works or breaks everything. :D

danman71
November 24th, 2024, 23:10
I did a small fix that should work, but I can't fully test it (short time before holiday here). Let me know if it works or breaks everything. :D

Seems to work now. Thanks for the quick fix!

dsaraujo
February 1st, 2025, 01:50
Small release today 1.13 to remove the functionality of Elite/Weak creatures and Hero Point distribution since Trenloe added them directly to the Core module for everybody! Since I am reducing the functionality of the extension, I'm also reducing the price of the extension to 500 coins permanently for people that didn't get it yet. Thanks all for of your patronage!

Chidgey
April 30th, 2025, 11:03
Latest release is causing the following error on the Parcel window...
Script execution error: [string "PFRPG2GMEnhancements:..arcel_consumable.lua"]:3: attempt to call field 'onStateChanged' (a nil value)
Parcel component layout also now has controls overlapping each other.

dsaraujo
May 2nd, 2025, 18:00
Thanks for the report Chidgey. I fixed the issue and uploaded a new version to the forge, an update should fix it for your game. Please let me know if there is any additional issue.

krking
May 27th, 2025, 21:12
These look great! Thanks.

lonejedi
August 13th, 2025, 04:25
I love this module and use the RuneForge in every session I run!!

Over the last couple weeks, though, on startup it's been throwing errors to the console if anything was left in the Forge on the prior run (as well as throwing new errors as you add them live):
[8/12/2025 8:08:49 PM] [WARNING] template: Could not find template (close) in class (runeforge_magicitem)
[8/12/2025 8:09:18 PM] [ERROR] Script execution error: [string "C:forgebaseitem:itemtype"]:9: attempt to call field 'update' (a nil value)
[8/12/2025 8:09:18 PM] [ERROR] Script execution error: [string "C:forgebaseitem:itemtype"]:9: attempt to call field 'update' (a nil value)
[8/12/2025 8:09:18 PM] s'button_idelete:setVisibility - DEPRECATED - 2024-10-22 - Use setVisible'

That last line looks like it would explain why the Forge window also no longer has a Close button? (though right-click->Close Window still works)

I've been getting odd behavior out of the Forge, itself, too (aside from the console errors whenever you add anything). It won't seem to recognize the Weapon Potency Rune any longer:
[8/12/2025 8:20:20 PM] s'subtype weapon rune'
[8/12/2025 8:20:20 PM] s'Template Weapon Potency - +2 weapon potency is not rune or material'

Thanks for the great module and any help you can provide! :)

Zaister
August 14th, 2025, 08:48
I have also noticed that in the forge, several runes are no longer recongnized as runes.

dsaraujo
August 17th, 2025, 17:03
I was able to fix all the deprecation error, but not the lack of rune recognition. I never updated this to support the Remaster Runes (and a bunch of them changed there). Can you show me an example of a combination of runes and bases that fail? I was able to use the Weapon Potency +2 with a dagger.

Neovirtus
August 17th, 2025, 17:28
I was unable to make a +1 striking ghost touch rapier last night, for one. I don't think it recognized anything other than the Potency rune.

Zaister
August 17th, 2025, 17:29
I encountered it with the dancing and wounded runes, I think

revanmaster
August 17th, 2025, 18:25
does this handle party xp still for encounters, if so that's still not working

dsaraujo
August 17th, 2025, 20:52
Just posted an update that should fix most of the issues with the Forge, please report if you still have issues. Revanmaster, could you please clarify the issue with party XP?

Edit: I see the issue on Refreshing XP. Working on it.

dsaraujo
August 17th, 2025, 21:43
The issues was happening due to lack of a defined faction. As a workaround, if you set the faction for enemies as hostile, it should work. I also pushed a fix for this as count enemies as part of the XP calculation even if lacking a faction (it will still ignore Neutral and Friendly opponents).

lonejedi
August 19th, 2025, 15:26
I was able to fix all the deprecation error, but not the lack of rune recognition. I never updated this to support the Remaster Runes (and a bunch of them changed there). Can you show me an example of a combination of runes and bases that fail? I was able to use the Weapon Potency +2 with a dagger.

I'll give it a shot in my game tonight. I'm not really so sure that it's any specific rune that ever gets "ignored," but it seems like certain combinations result in non-recognitions. I'll give it some specific trials tonight, and carefully document any failures I still get.

Thanks for checking on it!!

*Update*: I couldn't wait... I ran a quick re-test, building the three magic weapons I've had problems with over the last two game sessions... all built without issue :D. I think what I was seeing was once I was up to 3 or 4 entries on the runes/materials side, it was losing track of one of them. That is definitely not the case now.

revanmaster
September 6th, 2025, 07:05
one thing I bet this extension will probably be good convert some of it for starfinder 2e as well

ThirdSign
October 18th, 2025, 16:29
Not sure what happened here, but this encounter won't give anything other than trivial for a level 11 party. I tried adding 20 bandits, no change. It should be a moderate encounter.

65660

I tried making a new encounter with the same issue

65661

dsaraujo
October 22nd, 2025, 21:56
I'm not sure what it wrong ThirdSign. You are adding Level 6 creatures versus a level 11 party. They are worth 0xp for the budget, as far as I understand. How do you expect them to be a Moderate encounter?

ThirdSign
October 22nd, 2025, 22:03
I'm not sure what it wrong ThirdSign. You are adding Level 6 creatures versus a level 11 party. They are worth 0xp for the budget, as far as I understand. How do you expect them to be a Moderate encounter?

Ahh, I was interpreting the rules as anything lower than PL-4 was 10, since that was the last item on the table.

And then when I double checked here, it reaffirmed my assumption: https://maxiride.github.io/pf2e-encounters/#/

But I googled around some more and it seems like it's kind of up in the air

ianril
May 6th, 2026, 01:28
I recently had an error tonight when loading this forge in my pf2e game. It said that it was attempting to call field 'parseEffectComp' (a nil value), and sent about 6-8 errors reading the same thing over and over. Nothing seemed to directly be unable to be opened (checked preview encounter generator and parcels with no issues) but something might have possibly changed?

Trenloe
May 6th, 2026, 01:51
I recently had an error tonight when loading this forge in my pf2e game. It said that it was attempting to call field 'parseEffectComp' (a nil value), and sent about 6-8 errors reading the same thing over and over. Nothing seemed to directly be unable to be opened (checked preview encounter generator and parcels with no issues) but something might have possibly changed?
There's been a big effect update today, so it will be due to that. You'll have to disable this extension until it's been fixed. Details on the update here: https://www.fantasygrounds.com/forums/showthread.php?87272-Fantasy-Grounds-Ruleset-Updates-2026-05

dsaraujo
May 7th, 2026, 02:40
Did a small update that should fix this particular error. If you find additional bugs, please add them here and I'll fix asap. This particular error was related to the functionality of reducing HP when Drained.

revanmaster
May 28th, 2026, 17:17
Looks like the rune function no longer places the item bonus or the striking property so far from quick testing

dsaraujo
May 30th, 2026, 06:17
I will take a look tomorrow.