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dsaraujo
March 25th, 2022, 18:00
Hello everyone,

The PFRPG2 GM Enhancement extension brings a bunch of new functionality for the Pathfinder 2 Ruleset. I build those for my own use as a PF2 GM, but I'm happy to provide them as-is for the community for a minimum price. I have released parts of it as free standalone extensions before, but they are incompatible with this one: please remove those before using this one, in particular PFRPG2 Random Encounters (https://forge.fantasygrounds.com/shop/items/470/view). This extension is currently maintained for future ruleset updates.

With this extension, you'll have the features below. If you have 10min, this video show 1.0 features (https://www.youtube.com/watch?v=NfWYbgXbEF4), this one 1.1 (https://youtu.be/M8mp75cWyHg), and 1.3 (https://www.youtube.com/watch?v=NAzsMbY0q5U).

Random Encounter Generator with preview

You can create random encounters for the given level range, optionally providing trait or skill filters, using all monsters/NPCs available to you via modules or campaigns.

Encounter XP Calculator for multiple party sizes

PF2 have an elegant and robust encounter creation rules. You can now see the threat of each of your encounters given your party size and level. Missing a player? You easily adjust the encounter back to Moderate removing a creature or adjusting it to Weak template.

Random Item Parcel Generator

You can easily create a single treasure random parcel to all a level worth of items for your party and manually adjust or split to distribute treasure as expected by PF2 rules. Having the item level at the treasure parcel helps you to plan accordingly. It also adds a field to indicate if the item is a consumable, making it easy to do substitutions. The button is on the top of the Parcels window (Random Treasure).

Item Crafting Calculator

Crafting is not PF2 best feature, but you can at least take the calculating pain out of the way with a very simple cfraft calculator you can launch from any item entry window. Just input the crafter level and proficiency, and their craft roll to check all the results from that craft attempt. You need to enable this feature on the FG options window. This will also show for players.

Earn Income Calculator

Wanna quickly check how much money per day of downtime you can make on a Society Game? Just check the coins icon on top of your skill list.

NPC Builder

Build new NPC/Monsters with a base template with all appropriate numbers for the creature level. It also includes base templates from the Gamemastery Guide. Now includes an option to create creatures without adding level, for the Proficiency Without Level optional rule. Just click on the button New on the Bestiary window.

Rune Forge

Create new magic items merging base armor and weapons with precious materials, fundamental and property runes. The forge will calculate the proper cost and add all rune data to a single item.

Spellbook creation

Use the the new button on the Spells window to create custom spellbooks with links to the original spells. The new item will have costs calculates based on the spellcasting costs. You can also use it to create a Wand or a Scroll if you supply a single spell.

Remove Max HP on Drained effect

If the option is toggled on Combat options, when a PC on the combat tracker gets a Drained effect, the character sheet will reduce its maximum HPs by the drained value times the character level. This, however, will override any other temporary HP setup, so only enable this if Drained is your only source of changing max hp.

Live Current release: 1.13

Forge Link: https://forge.fantasygrounds.com/shop/items/576/view (500 points)

Disclaimer: As a Fantasy Grounds extension, this tool can break your game and will modify your campaign database. Please have backups, and use with care. Future maintenance is expected but not guaranteed.

CHANGELOG

v1.13
* Removed Party Sheet Hero Points and Weak/Elite due to addition to Core Module. Reduction of price to 500 coins.

v1.12
* Fixed issue with New NPCs with no perception failing to calculate initiative.
* Removed slash commands (added to the ruleset)
* Added Starfinder 2 to compatibility
* Fixed color scheme of Earn Income and Random Encounter
* Fixed item drag-and-drop
* Fixed XP awarded
* Fix special materials

v1.11
* Fixed many UI errors due to FG4.5 changes in Layouts: Fixed Encounter window, Fixed location of Weak/Elite buttons, Fixed minor deprecation errors from Forge, Fixed item level/consumable, Fixed Hero Point (Party Sheet)

v1.10.1
* Fix https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=707753&viewfull=1#post707753

v1.10
* Add PF2E-Legacy support


v1.9.6
* Fix error when adding a new remote PC to the party sheet.

v1.9.5
* Fixed error on recalc (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=692321&viewfull=1#post692321)

v1.9.4
* Fixed Impactful Rune (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=686138&viewfull=1#post686138)


v1.9.3
* Fix potential error on random encounter generator for compendium entries without levels (hazzards or non-PF2E entries).

v1.9.2
* Fix thread calculation for non standard parties.

v1.9.1
* Fixed wand level calculation (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=680751&viewfull=1#post680751)

v1.9
* Added scroll and Wand creation on the spellbook module.

v1.8
* Rewrote XP calculation to properly follow the rules.
* Fix Encounter Generator to follow XP rules.
* Fix bug when adding a NPC to an encounter with an already Level 0 monster present (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=679817&viewfull=1#post679817)

v1.7.4
* Minor update on hero point text.
* Added encounter Budget as a Tooltip.

v1.7.3
* Added an option for a maximum ammount of Hero Points to be awarded.

v1.7.2
* Made craft button and income calculator available for players as well.

v1.7.1
* Fix temp hp mod error (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=667205&viewfull=1#post667205)

v1.7
* Add temp mod to HP with drained and option.
* Add an option to disable the crafting button on items (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=663133&viewfull=1#post663133)
* Adds note to console if detects old Modules
* Fixes combination weapons on RuneForge (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=665480&viewfull=1#post665480)

v1.6
* Fixed heropoint new character bug (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=661322&viewfull=1#post661322)
* Switched spellbook cost to Learn a Spell (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=656325&viewfull=1#post656325)

v1.5
* Added /xp to award experience points.
* Improved /dmg command to support attack line damage entries
* Added /atk to process a whole line attack (similar to monster entries in CT).
Will roll attack (and damage if it have it) without a target. Defaults to melee.
* Spellbook creator: creates spellbooks (uses spellcasting costs to determine value)
* Moved from ChatManager.registerSlashCommand to Comm.registerSlashHandler

v1.4
* NPC Builder: Proficiency without level option
* Added /damage and /heal chat commands
* Fixed Party Level rounding for Encounter XP/Threat calculation and Random Loot
* Added isConsumable flag on parcels. Does not update retroactively.

v1.3
* Magical Item Forge
* Minor fixes in NPC Builder tool (damage type)
* Fixed XP cost for simple hazards

v1.2 Features
* Additional Hero Point Options
* Earn Income screen
* Fix issue with Craft results for level 16 and 17
* Better display of costs for Craft window

v 1.1 Features
* Hero Point Distribution Tool
* NPC Builder Tool

v 1.0 Features
* Random Encounter Generator with preview
* Generate Weak and Elite monsters with a single click
* Encounter XP Calculator for multiple party sizes
* Random Item Parcel Generator
* Item Crafting Calculator
* Adds Level to Encounter entry
* Adds Level to Parcel entry

Weissrolf
March 27th, 2022, 02:20
The quick elite/weak generator looks useful. Consider offering a way to also quickly change levels of NPCs. When one player/PC is missing in a session then using a weak template can be too much (making it too easy), dropping a boss enemy by 1 level can be better balanced to compensate for the missing player. Same for elite vs. +1 level when an additional PC is at the table.

dsaraujo
March 27th, 2022, 02:36
I'm bit confused. Isn't Elite and Weak essentially a quick and dirty +1 and -1 level respectively?

dsaraujo
April 1st, 2022, 21:59
Here are some screenshots of my new features: a pair of quick button on the Party Sheet to distribute Hero Points, and a NPC Builder that creates a new NPC entry for you based on the level and ranks of each characteristic chosen. I run a lot of custom encounters in my APs and that is why I wanted this inside FG. Take a look and give me feedback! Once I finish testing I will add to the Forge (people that bought version one will just get the updated 1.1 automatically).

52246

52247

Weissrolf
April 2nd, 2022, 00:24
I'm bit confused. Isn't Elite and Weak essentially a quick and dirty +1 and -1 level respectively?
Sorry, I forgot to answer this. Elite and Weak are stronger than +-1 level, mostly because they change boni/mali by +-2 instead of +-1. HPs changes usually are also a bit different.

dsaraujo
April 2nd, 2022, 02:13
You're going to like the new NPC builder!

dsaraujo
April 4th, 2022, 19:36
Currently uploading version 1.1. Preview video:

https://youtu.be/M8mp75cWyHg

With this extension, you'll have the following new features:

* Hero Points distribution

An easy way to give hero points to the party, or to zero them out at the beginning of a session.

* NPC Builder

Build new NPC/Monsters with a base template with all appropriate numbers for the creature level. It also includes base templates from the Gamemastery Guide.

As soon it is approved, I will release as 1.1 on the vault.

Montis
April 7th, 2022, 15:42
Great extension, bought it today :)

Some feedback:
Since you already did the crafting window, would it be possible to do something similar for Earn Income (https://2e.aonprd.com/Actions.aspx?ID=23)?

Also with the Hero Point interface, I think it would be useful to have the current hero points displayed in the party sheet, and to maybe also have a button to only give specific characters a hero point, since I don't usually give them out to everyone at the same time.

dsaraujo
April 7th, 2022, 18:03
True, it is already there: If you set the income level in the item level craft, the daily progress it exactly the earn income for that proficiency level and result. I can just copy paste and change the labels, thanks for the feedback.

Adding total hero points to the party sheet shouldn't be hard, but that is already a pretty heavy window. I'll try to see the impact in performance. My rationale here (sometime I give individual hero points too) is that that one player can easily manually add one, while asking the whole party is a bit disruptive. Thanks for the feedback here too!

dsaraujo
April 10th, 2022, 23:29
Added an Earn Income Calculator and additional options for individual hero point awards as suggested by Montis.

52338

52339

Already available in the Forge, version 1.2.

Farnaby
April 11th, 2022, 20:16
That's fantastic.

dsaraujo
April 16th, 2022, 01:27
Due to my own needs, I'm working on a forge for Pathfinder. For now, it just sum all costs (base item + runes) and add all runes description to the new item, but it is super helpful to me. Let me know if you think this is a good addition to the extension.

52412

Montis
April 16th, 2022, 01:46
That looks great. I think auto-naming could help as well and potentially re-forging i.e. removing or exchanging runes.

Farnaby
April 16th, 2022, 07:46
Due to my own needs, I'm working on a forge for Pathfinder. For now, it just sum all costs (base item + runes) and add all runes description to the new item, but it is super helpful to me. Let me know if you think this is a good addition to the extension.

52412

I could definitely use this. It looks very useful.

Weissrolf
April 17th, 2022, 12:34
Due to my own needs, I'm working on a forge for Pathfinder. For now, it just sum all costs (base item + runes) and add all runes description to the new item, but it is super helpful to me. Let me know if you think this is a good addition to the extension.
For sure an improvement over having to copy & paste + reformat headline manually every time a weapon is reforged. So +1 from me.

Weissrolf
April 17th, 2022, 12:38
You're going to like the new NPC builder!
Does this allow me to quickly change CR of already prepared encounters (similar to the quick elite/weak buttons)? Or do I have to rebuild the entire encounter to change the NPCs CR/level? In my experience a quick +-1 can be more appropriate for an extra/missing player than an elite/weak adjustment.

In another VTT I use an extension that allows to take an already finished NPC and have it recreated in a range of levels (take a CR5 NPC and have it recreated as CR 2-4 for example). The useful part versus a fresh NPC build is that all inventory and spells (within new range) stay intact.

dsaraujo
April 18th, 2022, 04:15
Does this allow me to quickly change CR of already prepared encounters (similar to the quick elite/weak buttons)? Or do I have to rebuild the entire encounter to change the NPCs CR/level? In my experience a quick +-1 can be more appropriate for an extra/missing player than an elite/weak adjustment.

I have no plans on adding a level adjustment to creatures soon, but this is something I could try in the future.

It is much harder than just adding the templates because there is no clear conversion to adjust things like damage entries. For example, an Owlbear is a Level 4 creature that does either a talon attack for 1d10+6 piercing plus Grab and a beak attack for 1d12+6 piercing. If you want to adjust this to, lets say, level 12, The guideline is to do either 3d12+19 (Extreme), 3d10+14 (High), 3d8+12 (Moderate) or 3d6+10 (Low). I would have to map 1d10+6 to either Low or Moderate, and 1d12+6 to Moderate, which is one extra step here.

For now, when I want to convert creatures from very different levels is to create a new NPC using my Helper, than I adjust/copy abilities names and description as needed. Since items and spells don't convert well, I usually rebuild those too.

Lone Pathfinder
April 20th, 2022, 10:49
This is fantastic and I'm very happy with the purchase. My only gripe I found was with the automatic XP and encounter threat assessment, I couldn't differentiate the simple Hazard XP reward from the complex Hazards. This meant that the XP and threat assessment were a bit off in some of the encounter evaluation. Otherwise very cool extension.

dsaraujo
April 20th, 2022, 15:59
Thanks for the feedback. I'm not doing any hazard calculation yet, it calculates them as opponents. I'll make sure this is fixed in the next release.

Stargrove
April 23rd, 2022, 19:01
What does the "Add Spell Entries" selection supposed to do when an NPC is generated? I have tried it out both checked and unchecked and don't see that it does anything.

dsaraujo
April 24th, 2022, 01:12
For now it just add the line with the DC and Spell Attack total on the Spells entry. You still need to edit for the right source, type of casting and actual spells. I want to add the Spell DCs, attacks and entries on the Spell tab in the future as well.

myyra
April 25th, 2022, 21:49
Such a great extension, definitely worth the cost!

If you are taking requests, I would like to see the npc builder also include the word type or some random type in the attacks as well. Otherwise I will definitely forget to add them. :D

dsaraujo
April 25th, 2022, 22:23
Good call as I forget those as well. Something like 1d6+2 (type) damage, for example?

myyra
April 26th, 2022, 07:58
Something like 1d6+2 (type) damage, for example?

Yeah, that would work for me at least.

danman71
April 26th, 2022, 19:41
Due to my own needs, I'm working on a forge for Pathfinder. For now, it just sum all costs (base item + runes) and add all runes description to the new item, but it is super helpful to me. Let me know if you think this is a good addition to the extension.

52412

Absolutely want this ! Please do. If you can incorporate precious materials as a consideration also (silver, adamantine, etc) it would be great.

Also, crafting DC would be useful.

dsaraujo
April 28th, 2022, 22:49
Added version 1.3 to the Test Channel of Fantasy Grounds. If you use the test channel, you should get the 1.3 version. If I get positive feedback from testers, I'll make this available in the Live channel soon.

Improvements:


Fixed XP calculations for Simple Hazards
Added (type) on NPC Builder


1.3 Main Feature: Rune Forge

Create new magic items merging base armor and weapons with precious materials, fundamental and property runes. The forge will calculate the proper cost and add all rune data to a single item.

You can check this video for seeing the Rune Forge in action:

https://www.youtube.com/watch?v=NAzsMbY0q5U

Trenloe
April 29th, 2022, 00:23
1.3 Main Feature: Rune Forge

Create new magic items merging base armor and weapons with precious materials, fundamental and property runes. The forge will calculate the proper cost and add all rune data to a single item.

You can check this video for seeing the Rune Forge in action:

https://www.youtube.com/watch?v=NAzsMbY0q5U
Very cool. I don't have the extension, so this comment is based off the video. For the total cost of a magic weapon you usually don't add the base cost of the mundane item - so, all +1 weapons are the cost of the +1 potency rune = 35gp. See the top left of page 600 in the core rules: "The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like." This is the same for weapons made out of precious materials - a silver weapon is 40gp + 4gp per bulk (minimum 1 bulk), the cost of a normal weapon wouldn't be added to this.

dsaraujo
April 29th, 2022, 00:55
Good point: the difference is so small that I never notice that rule, but thanks for pointing it out! I build this based on how my player's usually get magical items: buying runes and weapons separate, but I can certainly have the both options in the next release. (like a "include the cost of the base weapon" toggle). Thanks for the feedback!

MaxAstro
April 29th, 2022, 02:23
Oh wow I love everything in this extension! Definitely need to grab it.

Did the random encounter generator ever get a way to quickly delete encounters you don't need?

dsaraujo
April 29th, 2022, 02:42
I've updated the original random encounter generator in this extension to preview the encounter on a text field before actually creating the encounter entry:

52587

If you install this extension, please make sure to disable my older ones (Encounter Helper, Random Encounters, Weak/Elite, etc)

EmptyOwl
April 29th, 2022, 14:55
This is an amazing extension! I picked it up for the Rune-Forge, and just the functionality of adding the rune, material and weapon descriptions together is worth the cost!

As a selfish feature request, how feasible do you think subtracting creature level from all the level dependent numbers would be? I do it by hand at the moment for my no-level-to-proficiency game (as per the Gamemastery Guide) and have it down to less than 5 minutes for even the most complex creature, but automation would be a godsend! It seems some of this is already possible with the weak/elite modifier already coded, so I figured I'd ask ;-)

Thanks!

dsaraujo
April 29th, 2022, 16:15
This is an amazing extension! I picked it up for the Rune-Forge, and just the functionality of adding the rune, material and weapon descriptions together is worth the cost!

As a selfish feature request, how feasible do you think subtracting creature level from all the level dependent numbers would be? I do it by hand at the moment for my no-level-to-proficiency game (as per the Gamemastery Guide) and have it down to less than 5 minutes for even the most complex creature, but automation would be a godsend! It seems some of this is already possible with the weak/elite modifier already coded, so I figured I'd ask ;-)

This should be easy for the NPC Builder (a toggle for Proficiency without level). I'll try to add to 1.4, it is a cool idea. However, like I explained before here, it would still generate usual Damage Levels, as they don't add level directly.

dsaraujo
April 29th, 2022, 16:16
Version 1.3 pushed to Live Channel, just update Fantasy Grounds and you should get the Rune Forge. Please drop add any additional feedback here.

Thanks for your patronage!

Manchine
May 1st, 2022, 03:54
I guess I am a little confused on how to put this into the game. Use to be really good with computers but that was back in the 80's and 90's. Anyone still remember COBOL. =)

Any help would be appreciated. =)

dsaraujo
May 1st, 2022, 06:31
Once you got the extension on the Forge using the first post link, you need to enable the extension before hosting your game. Take a look here:

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996639879/Hosting+a+Game

The PFRPG2GMEnhancements extension should be available on the Extensions box. Enabled it before starting your GM instance and the new options should appear to you!

Manchine
May 1st, 2022, 13:37
I see it thank you. I was looking all over the place. I figured it was something simple I was missing.

dsaraujo
May 8th, 2022, 00:36
I'm thinking about creating some sort of "Damage Generator". Sometimes I just want to quickly do 20 bludgeoning damage due to fall, or a 5d6 fire due to stepping in lava, and it is usually cumbersome. Is there an easy way to do this that I am missing? Would you use something like that?

I can add a button on Combat Tracker, but I think the easiest way is just to add a /damage {dice expression} {damage type} [traits] command.

myyra
May 8th, 2022, 10:02
I'm thinking about creating some sort of "Damage Generator". Sometimes I just want to quickly do 20 bludgeoning damage due to fall, or a 5d6 fire due to stepping in lava, and it is usually cumbersome. Is there an easy way to do this that I am missing? Would you use something like that?

I can add a button on Combat Tracker, but I think the easiest way is just to add a /damage {dice expression} {damage type} [traits] command.

It would be great for improvised traps and natural hazards and the like. Also, whenever monsters don't have all their abilities automated properly. If end up implementing this, I would also love to see similar /heal command.

You can already kind of do something like this by rolling /roll 2d4 [TYPE: fire] or /roll 2d5 [DAMAGE][TYPE: slashing] or /roll 1d12 [HEAL] and then dragging the result in the wounds field in the combat tracker. It's a bit annoying to use, because it has to be the wounds field on the combat tracker, and not the combat tracker entry or a token on the map.

So I would use your implementation if you ended up doing it, but something similar is not exactly impossible to achieve right now.

EDIT: You also cannot halve or double the damage rolled with /roll as far as I know, which is pretty annoying if there is a save involved.

dsaraujo
May 8th, 2022, 16:23
Thanks for that, I didn't know you could add damage type to dice rolls! I was able to half/double damage on my end. And types worked as expected. It looks like just encapsulating a roll into a drag and drop entry might do the trick.

Montis
May 9th, 2022, 14:15
I think a quick and easy damage generator could be helpful as a button somewhere on the combat tracker :)

Have it generic with number + dice + damage bonus and then an optional dropdown for damage type.

Maybe if a user can create multiple lines that can each be dragged and dropped separately or alternatively as a group.

dsaraujo
May 9th, 2022, 17:32
As an alternative, a quick button to just drop a level appropriate NPC to improvise damage might work too. For example, a button that can add an NPC at the party avg level, with a single strike with some pre-populated damage, and one automated damage with a basic save. It is fairly easy to edit the entry to have whatever damage expression you need, plus it can be targeted and damaged if needed too.

Hum...

dsaraujo
May 12th, 2022, 16:59
As a selfish feature request, how feasible do you think subtracting creature level from all the level dependent numbers would be? I do it by hand at the moment for my no-level-to-proficiency game (as per the Gamemastery Guide) and have it down to less than 5 minutes for even the most complex creature, but automation would be a godsend! It seems some of this is already possible with the weak/elite modifier already coded, so I figured I'd ask ;-)

I'm working on 1.4, and added a new toggle on new NPC to not add level to the creature. So, for example, if you create a level 5 NPC, it will reduce 5 to most of its characteristics (DCs, Skills, attack rolls), but not from others (hp, actual level, damage). Hopefully this is useful for you, let me know (I don't play with PwL).

I also added the /damage and /heal commands for impromptu damage and heal. This creates a draggable total with proper damage types, so it should work on CT entries and tokens on maps. This is useful for scenarios like: You fall 30 feet, let me get the damage:

/damage 15 bludgeoning

**quickly drags those to PCs tokens**

I'm still testing scenarios here, but hopefully it should be in the vault later tonight.

EmptyOwl
May 12th, 2022, 18:42
I'm working on 1.4, and added a new toggle on new NPC to not add level to the creature. So, for example, if you create a level 5 NPC, it will reduce 5 to most of its characteristics (DCs, Skills, attack rolls), but not from others (hp, actual level, damage). Hopefully this is useful for you, let me know (I don't play with PwL).

I also added the /damage and /heal commands for impromptu damage and heal. This creates a draggable total with proper damage types, so it should work on CT entries and tokens on maps. This is useful for scenarios like: You fall 30 feet, let me get the damage:

/damage 15 bludgeoning

**quickly drags those to PCs tokens**

I'm still testing scenarios here, but hopefully it should be in the vault later tonight.

Nice! This is awesome! The No Proficiency to Level rules don't affect the the damage, actual level for encounter/XP purposes, or HP, so that's fine! The biggest thing for me is the adjustments to special attack/ability DCs that you have to change by hand inside the automation, where it is repeated several times in the description, the tag, and the actual automation.

I am excited to try this out for my Sat night game!

EmptyOwl
May 12th, 2022, 18:47
Hi dsaraujo,

One thing I noticed with the Item Forge feature was that the runes added overwrite the weapon's information, like its trait descrpitions (like deadly, fatal, versatile, etc) and critical specialization descriptions. Is there a way to just append the rune information without overwriting the weapon/armor descriptions?

Not sure if that's been bug reported yet, but thought I'd mention it!

Keep up the good work!

dsaraujo
May 12th, 2022, 21:54
One thing I noticed with the Item Forge feature was that the runes added overwrite the weapon's information, like its trait descrpitions (like deadly, fatal, versatile, etc) and critical specialization descriptions. Is there a way to just append the rune information without overwriting the weapon/armor descriptions?

Oh, no! I haven't noticed that, and I will try to fix this in 1.4 as well. Thanks for reporting, and keep posting any other identified issues here on this thread.

MaxAstro
May 14th, 2022, 22:18
This may be odd, but I have a suggestion for the description page: For each feature, it would be nice if the description included where to find that feature. For example, under the hero points feature, mention that the relevant buttons are added to the party page. It took me some digging to figure that out!

dsaraujo
May 15th, 2022, 03:17
This may be odd, but I have a suggestion for the description page: For each feature, it would be nice if the description included where to find that feature. For example, under the hero points feature, mention that the relevant buttons are added to the party page. It took me some digging to figure that out!

This is great feedback, thanks! I updated the Forge Store Page for the GM Enhancements.

ronlugge
May 21st, 2022, 13:19
I also added the /damage and /heal commands for impromptu damage and heal. This creates a draggable total with proper damage types, so it should work on CT entries and tokens on maps. This is useful for scenarios like: You fall 30 feet, let me get the damage:

/damage 15 bludgeoning

**quickly drags those to PCs tokens**

I've been offline for a while due to a move so I didn't see this. Can I just say, from the bottom of my heart, _THANK YOU_?! I can't tell you how often I have to do quick, 'well, the players just did something unexpected, do XYZ damage' crap. Not to mention the joy of finding that an official creature's implementation in the system doesn't have drag & droppable damage / healing for XYZ ability.

Edit: Now I just need to figure out how to make them work.

dsaraujo
May 22nd, 2022, 06:06
Slash commands will be available in the next release (1.4). I will try to make it available tomorrow (still need to wrap up some other minor fixes).

myyra
May 22nd, 2022, 15:12
I noticed the encounter threat level calculation is not working correctly if the party level isn't a whole number. This came up by accident, because one of my players didn't bother leveling up at the end of our last session resulting in average party level of 13.75.

dsaraujo
May 22nd, 2022, 18:54
I just uploaded version 1.4 to the Forge. This includes the following features:


Slash commands for /damage and /heal
Consumable flag on parcel entries
Proficiency without Level option for NPC Builder


It fixes the following bugs:


Fractional party level when calculating the default party level on encounters and treasure generation. Now it is rounding down as expected.


Thanks myyra, MaxAstro, EmptyOwl and more for your feedback and suggestions.

mwfantasygrounds
May 22nd, 2022, 22:13
Hi! Quick question. Based on the contents of this thread, I really like your module. But what is stopping me from purchasing it is a question on ongoing support... if you lose interest in FantasyGrounds, and/or just decide to stop maintaining this, are we screwed once an inevitable update breaks it? Or is there a way for us to get the source code if a module is no longer maintained?

dsaraujo
May 23rd, 2022, 01:04
The honest answer here is that I do not provide any future guarantee that this extension will be maintained. The reason I built this was because I play PF2 using Fantasy Grounds and I missed those features, so I took on myself to add them (learning lua was also a motivator). I initially shared some of those for free, but after spending a lot of time on the extension, I felt like charging a small fee was in place.

I will maintain this while I play PF2 and FG, which seems very likely. I started using FG in 2007, so sunken cost fallacy is strong here. :D And while I play, I don't want this to break for me either.

With all that said, I can commit to open the source code if I ever plan to stop maintaining it indefinitely. What I'm not explicitly promising here is that this will be updated forever, so make your decision fully informed.

Montis
May 23rd, 2022, 09:25
I just uploaded version 1.4 to the Forge. This includes the following features:


Slash commands for /damage and /heal


Hey, that's cool! Could you maybe add an alternate, abbreviated version for /damage, like /dmg ? I know it's just a minor thing but I think it makes sense and should be fairly quickly implemented (hopefully) :)

dsaraujo
May 23rd, 2022, 15:54
Hey, that's cool! Could you maybe add an alternate, abbreviated version for /damage, like /dmg ? I know it's just a minor thing but I think it makes sense and should be fairly quickly implemented (hopefully) :)

Yeah, absolutely. This first version is very cut and dry. Adding a shortcut and supporting more complex expressions (like 2d6+2 cold plus 1d6 good, for example) are in my roadmap. I'm also thinking about a /atk and /save for those pesky impromptu traps/hazzards.

joelevan
May 26th, 2022, 05:33
Brilliant!

danman71
May 26th, 2022, 23:33
Quick question on the RuneForge. Trying to use it to make Runestones, not the actual weapon or armor. Tried putting the Runestone under the "Armor or Weapon" side with the enchantment on the other, but that didn't work? Can the Forge be used to make Runestones?

dsaraujo
May 27th, 2022, 05:40
Quick question on the RuneForge. Trying to use it to make Runestones, not the actual weapon or armor. Tried putting the Runestone under the "Armor or Weapon" side with the enchantment on the other, but that didn't work? Can the Forge be used to make Runestones?

No.

MaxAstro
May 27th, 2022, 05:41
Oh, that reminds me, feature request regarding the forge: The core rulebook has "combined fundamental rune" items, for example "+1 striking weapon", "+2 greater striking weapon". Currently these do not work with the forge, you have to use the individual runes.

Could that ability be added?

dsaraujo
May 27th, 2022, 06:39
My plan is just to add an option to ignore the cost of the original item, per Trenloe clarification on this thread, which has the same effect. In practice, I never use the generic +1 striking weapon. Could you please explain why you would use that as a rune instead of the two runes?

danman71
May 27th, 2022, 19:00
No.

Any chance you could add that feature at some future point allowing us to craft runestones?

dsaraujo
May 27th, 2022, 19:09
I can certainly add to the list of feature wishlist, but I tend to focus on features that I use on my own games. It does sounds interesting to build, but I don't want to set the wrong expectations here. Thanks for the suggestion!

danman71
May 27th, 2022, 21:48
I can certainly add to the list of feature wishlist, but I tend to focus on features that I use on my own games. It does sounds interesting to build, but I don't want to set the wrong expectations here. Thanks for the suggestion!

Not a coder, so don't know how difficult it is? However, it's just taking the basic runestone item and adding the appropriate armor or weapon property rune to it. It's incredibly useful to make them for treasure parcels.

myyra
May 28th, 2022, 00:13
Not a coder, so don't know how difficult it is? However, it's just taking the basic runestone item and adding the appropriate armor or weapon property rune to it. It's incredibly useful to make them for treasure parcels.

I thought that's what the individual rune items were supposed to be.

dsaraujo
May 28th, 2022, 22:13
Yeah, I usually don't bother with the extra 3gp for the actual stone, just add the rune to the parcels.

myyra
May 28th, 2022, 23:23
Yeah, I usually don't bother with the extra 3gp for the actual stone, just add the rune to the parcels.
The runestone gets destroyed when the rune is transferred, so I don't know why that 3gp would even need to be included.

MaxAstro
May 30th, 2022, 14:43
My plan is just to add an option to ignore the cost of the original item, per Trenloe clarification on this thread, which has the same effect. In practice, I never use the generic +1 striking weapon. Could you please explain why you would use that as a rune instead of the two runes?

Speed and convenience. If I want to make a +1 striking flaming weapon, currently I have to search for the +1 rune (which requires me to type out "+1 weapon" at least because just searching for +1 will return a bunch of things other than the rune, including the generic +1 striking weapon), add that, then separately search for the striking rune, then the flaming rune.

Cutting that down to two searches instead of three, and a faster first search at that, would make building weapons on the fly faster and more convenient.

danman71
May 30th, 2022, 15:08
My idea of why to use a Runestone instead of a say the Flaming weapon enchantment in a treasure parcel is convenience for treasure parcels. Say I am planning a mid-level adventure that contains some trolls. At the time of writing, I don't know the party composition. I want to be sure to include some flaming runes in treasure parcels some time ahead of that. Most of the weapon/armor enchantments don't exist as Runestone versions in Fantasy Grounds aside from a few from modules. You have to make them, which of course is time consuming.

I "could" as previously suggested throw the enchantment itself into the party sheet and ignore the 3 gold and not create the actual rune item. I might do that if it's something I am doing on the fly. However, having the item as a runestone in treasure parcels makes it easier later for a planned adventure. If we have a melee group that needs it, great. If I have a spellcasting/alchemy group with lots of fire access already, they might just sell the runestone, so the 3gp potentially matters, etc. If I have built the complete item as Runestone containing the enchantment, then I don't have to make adjustments for that later if they sell it.

The mechanic to forge a rune item is nearly identical to that used in the Rune Forge for weapons/armor, hence my earlier question about it. You are just combining the Runestone with the relevant enchantment. It's a third type (rune) that can hold 1 armor or weapon enchantment. I realize some GM might not use it, but I personally would find it incredibly helpful.

danman71
May 30th, 2022, 15:18
Another suggestion I had was using something like the Runeforge to build Spellbooks, Alchemy Formula Books and Crafting Formula books. Something that could work like a container to include all the relevant spells or formulas and would auto-calculate the value of the included items. Again, looking at something mainly for treasure parcels.

myyra
June 1st, 2022, 20:51
My idea of why to use a Runestone instead of a say the Flaming weapon enchantment in a treasure parcel is convenience for treasure parcels. Say I am planning a mid-level adventure that contains some trolls. At the time of writing, I don't know the party composition. I want to be sure to include some flaming runes in treasure parcels some time ahead of that. Most of the weapon/armor enchantments don't exist as Runestone versions in Fantasy Grounds aside from a few from modules. You have to make them, which of course is time consuming.

I "could" as previously suggested throw the enchantment itself into the party sheet and ignore the 3 gold and not create the actual rune item. I might do that if it's something I am doing on the fly. However, having the item as a runestone in treasure parcels makes it easier later for a planned adventure. If we have a melee group that needs it, great. If I have a spellcasting/alchemy group with lots of fire access already, they might just sell the runestone, so the 3gp potentially matters, etc. If I have built the complete item as Runestone containing the enchantment, then I don't have to make adjustments for that later if they sell it.

The mechanic to forge a rune item is nearly identical to that used in the Rune Forge for weapons/armor, hence my earlier question about it. You are just combining the Runestone with the relevant enchantment. It's a third type (rune) that can hold 1 armor or weapon enchantment. I realize some GM might not use it, but I personally would find it incredibly helpful.
You can of course GM however you like, but I would not give my players any gold if they sold an used runestone, because it's completely worthless aside from the rune that is attached to it. Just like I wouldn't let them sell any other used consumable item. Although it would be kind of interesting if they tried to sell slightly used rations.

You can also create a weapon called runestone and combine it with the existing flaming rune, if you want to do that.

Edit: You can also use weapons and armor as rune delivery devices, since rune transferring is a thing. Your fighter might not have any use for leather armor, but he might be happy to grab that resilient rune from it.

dsaraujo
June 1st, 2022, 21:29
Another suggestion I had was using something like the Runeforge to build Spellbooks, Alchemy Formula Books and Crafting Formula books. Something that could work like a container to include all the relevant spells or formulas and would auto-calculate the value of the included items. Again, looking at something mainly for treasure parcels.

I like this idea a lot. Specially if adding a list of links for the said spells and items.

danman71
June 2nd, 2022, 00:21
You can of course GM however you like, but I would not give my players any gold if they sold an used runestone, because it's completely worthless aside from the rune that is attached to it. Just like I wouldn't let them sell any other used consumable item. Although it would be kind of interesting if they tried to sell slightly used rations.



I meant the Runestone with the Enchantment, not a used runestone. It's technically worth 3gp more than just the enchantment itself (presumably due to the portability). When you use the Runestone it's destroyed, so you technically can't have a used runestone.

"When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed"

dsaraujo
June 28th, 2022, 19:29
The extension is 20% off until the 4th of the July.

MaxAstro
June 28th, 2022, 20:24
BTW shoutout to the /heal and /damage commands, they've been outstandingly helpful.

dsaraujo
July 14th, 2022, 05:04
Added version 1.5 to the Live channel today.

CHANGELOG:


Spellbook creator: creates spellbooks (uses spellcasting costs to determine value)
Added /xp to award experience points.
Improved /dmg command to support attack line damage entries
Moved from ChatManager.registerSlashCommand to Comm.registerSlashHandler
Added /atk to process a whole line attack (similar to monster entries in CT). Will roll attack (and damage if it have it) without a target. Defaults to melee. [Experimental]


I also increased the price to 600 coins. If you already had purchased the extension, you just get the new functionality.

Montis
July 15th, 2022, 10:25
CHANGELOG:


Spellbook creator: creates spellbooks (uses spellcasting costs to determine value)


Wouldn't it make more sense to use the list from Learn a Spell (https://2e.aonprd.com/Actions.aspx?ID=25) as that one explicitly mentions putting the spell into a spellbook? I know the final costs aren't that much different until the high levels, but still :)

Other than that, great additions! I'm very happy that I got the extension early :D

dsaraujo
July 15th, 2022, 16:00
Thanks for the feedback! I mean, I couldn't find a definite source of truth on defining spellbook value. I've seen suggestions from Learn a Spell, Formulas and Spellcasting Services. My gut feeling was to go with the latter, since it related to the cost of "finding the spell", but I'm definitely not tied to the idea. Whoever converted the Agents of Edgewatch Book 1 also used those guidelines for defining Spellbook prices so I went with that.

Also, my understanding that even after finding the book, a caster would still have to pay the Learn a Spell to cost to copy it to its own spellbook. So this value is more for treasure planning and the eventuality of players trying to sell the book (for 50% of its cost). Does anyone else have strong feelings about this one?

Montis
July 17th, 2022, 00:52
(potential spoiler warning for Agents of Edgewatch)

I've checked out the pdf of Agents of Edgewatch Vol.1 and Pratchett's Spellbook contains:

6x cantrips (common)
3x 1st level spells (common)
1x a limited 2nd level ritual (uncommon)

And it says in the AP (page 62) that it's together worth 25 GP. According to the "learn a spell" price list if you count the 9 "1st or cantrip" level spells and then one 2nd level spell, that would total 24 GP. Add one gold for the Empty Spellbook and you're at 25 GP. Makes sense to me. It's arguable if a ritual counts as a spell and if it should cost more when it's uncommon, but whatever.

Unfortunately it seems Paizo is generally very reserved when it comes to putting a price tag on spellbooks. I have searched a bunch of APs and found pretty much nothing on prices. I don't want to search the most likely candidate Strength of Thousands, as I'm currently a player in that campaign.

Weissrolf
July 17th, 2022, 01:04
There is no mention of the word spellbook in the first book of SoT, I don't own the other books yet. Since we know how much spells costs and that a blank spellbook is 1 gp I expect the prices in the AP to match accordingly.

dsaraujo
July 17th, 2022, 04:07
Makes sense to me, I'm fully convinced! I'll gladly switch to Learn a Spell table on the next release.

Montis
July 17th, 2022, 09:36
There is no mention of the word spellbook in the first book of SoT, I don't own the other books yet. Since we know how much spells costs and that a blank spellbook is 1 gp I expect the prices in the AP to match accordingly.

Weirly enough Paizo cant seem to agree if it should be written spellbook or spell book, I've found a couple of instances of "spell book" in one of the Age of Ashes books.

Milke
August 23rd, 2022, 10:06
I got this for the item builder.

Montis
August 30th, 2022, 18:32
I think I found a bug:

When creating a new character, the hero points in the party sheet will always show as 0 until you reload the session.

dsaraujo
August 30th, 2022, 21:23
I think I found a bug:

When creating a new character, the hero points in the party sheet will always show as 0 until you reload the session.

Thanks for reporting, I was able to reproduce. I still have no idea how to fix it, but I will try. :D

MaxAstro
August 31st, 2022, 00:33
Oh wow that totally explains a bizarre experience I had a while back. I thought I was going crazy.

dsaraujo
September 20th, 2022, 01:45
Added version 1.6. This is a minor release, that fixes the hero point issue with characters being dragged to the party sheet, and also switch the prices of created spellbooks to the Learn a Spell table. It should be updated the next time you hit the Update button on FG.

Edit: By the way, a neat trick we used the other night when we needed a quick 1d6 persistent fire effect: I just used /damage 1d6 fire plus 1d6 persistent fire , and the chat rolled the damage and added an effect that could be easily dragged to the opponents on the combat tracker.

CassMerry
September 20th, 2022, 18:42
Loving the extension, making things so much easier! Not sure if it'd be feasible but if it's possible a QoL feature for the future that'd be really nice is something in the options to toggle features on and off, since some of them are kinda partially implimented, or not used in a lot of campaigns (e.g. crafting), to keep the buttons from cluttering things

dsaraujo
September 21st, 2022, 00:27
Loving the extension, making things so much easier! Not sure if it'd be feasible but if it's possible a QoL feature for the future that'd be really nice is something in the options to toggle features on and off, since some of them are kinda partially implimented, or not used in a lot of campaigns (e.g. crafting), to keep the buttons from cluttering things

Noted! I'm not super happy myself with having the (big) craft button on all items, but I couldn't think on a better way to implement, let me know if someone have any suggestions.

CassMerry
September 23rd, 2022, 18:21
So I know there's some xp stuff in here already thats cool, something that might be good for future is a way to set the xp requirements for each level so players know how close they are, maybe a notification when you hit the amount needed? I think people have made versions for original pathfinder and 5e but I don;t think there's anything about for 2e

dsaraujo
September 23rd, 2022, 18:40
You mean a message to chat when current XP > target XP? This seams pretty simple. Maybe an option to automatically subtract 1000XP from the current XP when the player hit the "Add a Level" on tracker?

CassMerry
September 23rd, 2022, 22:35
I was thinking something that alters the xp remaining but that'd be cool too, I'm sure you can think of better ways to do it that I can, just a point of friction that weirdly exists

Idward
October 17th, 2022, 00:23
I found an issue with combination weapons with the rune forge. It does not carry over the cmb? check or its settings. I went back in and updated my player's gun.

dsaraujo
October 17th, 2022, 02:46
I found an issue with combination weapons with the rune forge. It does not carry over the cmb? check or its settings. I went back in and updated my player's gun.

It doesn't as I didn't had G&G back when I made the Rune Forge. I will add to the list of thing to update on the next release, thanks for the feedback!

Lone Pathfinder
October 24th, 2022, 11:40
Hey @dsarujo,

I really like the mod but I haven't been able to use it recently because it won't calculate XP of a simple hazard versus a complex hazard, and I can't customise the XP reward. Is there any chance this will be updated soon? If this is fixed then I would use it all the time. Unfortunately Abomination Vaults has a lot of simple hazards that I makes it difficult to award XP for my players without jumping out, turning off the mod and then jumping back into the game.

Thanks heaps for your hard work!

dsaraujo
October 24th, 2022, 15:57
In theory this was fixed in 1.3. Can you make sure you are not using my other extensions (in this case PFRPG2 Encounter Helper), since they have an older implementation of a similar feature? If you do, can you just share a typical encounter with a bad calculation so I can reproduce on my end and fix the issue? Thanks so much!

dsaraujo
October 30th, 2022, 19:06
Just released version 1.7.

New features:

Remove Max HP on Drained effect

If the option is toggled on Combat options, when a PC on the combat tracker gets a Drained effect, the character sheet will reduce its maximum HPs by the drained value times the character level. This, however, will override any other temporary HP setup, so only enable this if Drained is your only source of changing max hp.

Fixes:

Added an option to disable the crafting button to be displayed on items if you don't care about crafting. [CassMerry (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=663133&viewfull=1#post663133)]
The extension will now add a warning to the console if detects one of my old incompatible extensions.
Fixes combination weapons on RuneForge [Idward (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=665480&viewfull=1#post665480)]

myyra
October 30th, 2022, 22:24
Just released version 1.7.

New features:

Remove Max HP on Drained effect

If the option is toggled on Combat options, when a PC on the combat tracker gets a Drained effect, the character sheet will reduce its maximum HPs by the drained value times the character level. This, however, will override any other temporary HP setup, so only enable this if Drained is your only source of changing max hp.

Ooh, nice. Adjusting the max hp was so annoying that I just usually didn't bother to do it as a GM, and I'm pretty sure my players didn't even know they were supposed to do it.

Weissrolf
October 31st, 2022, 16:30
When I add encounters (from map notes) to the CT I get the following error now:

[ERROR] Handler error: [string "PFRPG2GMEnhancements:scripts/effects.lua"]:56: attempt to perform arithmetic on local 'nLevel' (a nil value)

Same for removing NPC from the CT.

dsaraujo
October 31st, 2022, 17:15
Thanks for the report, fixing it right now. As a workaround, turning the option off in the options panel should silence the error.

Weissrolf
October 31st, 2022, 20:36
Which option is that? :-)

dsaraujo
October 31st, 2022, 21:48
54948

dsaraujo
October 31st, 2022, 22:51
I uploaded a fix for the drained error (1.7.1). The Hp reduction won't work for NPCs (since there is no specific field for temp mods), just PCs. There is a bug where character sheets that were not loaded yet (either by opening them as host or connecting as a player) do not correctly update the Combat Tracker entry (even if the character sheet is). Still trying to find a way of syncing those using standard libraries.

Milke
November 1st, 2022, 16:14
This encounter builder... When my party levels up, it automatically recalculates xp for the new party level. I dunno if thats the mod or baked in. But it's super cool!

Filthbeard
November 14th, 2022, 21:56
Where do you find the powers to drag onto the Rune Forge? Love the random encounter creator!

dsaraujo
November 14th, 2022, 22:33
On the left side you drop any base weapon. You can drag the shortcuts from the list of items (or use the Item filter at the top). On the right side you put any rune (Like potency runes, striking runes or property runes).

If you drag weapons on the right side (like a +1 weapon) it won't work. I might be able to fix this in the future.

Filthbeard
November 14th, 2022, 22:40
Found it! Thanks! I assumed typing in rune would bring the list up. Works great!

Delares
November 18th, 2022, 13:25
55156
Can you tell me where the Item Crafting Calculator button is located?

dsaraujo
November 18th, 2022, 16:12
Ah, I added an option to turn in on on the options window (the gear icon on the top right). Once turned on, a Craft Item should be shown next to the item level. I will add this to the description of the feature, thanks for the heads up!

Delares
November 18th, 2022, 17:48
Is it possible to give the player access to the crafting and profit calculator?

dsaraujo
November 18th, 2022, 17:52
I think it should be possible since there is no data record to share... I'll try that and report back. (but currently not possible!)

Delares
November 18th, 2022, 18:08
Thank you for such quality work

dsaraujo
November 19th, 2022, 04:23
Earn Income and Craft Calculator are now available for players too (version 1.7.2).

Zaister
December 1st, 2022, 11:54
This is a great extension and worth its cost!

I found one thing, though: your extension reduces Perception by –2 when creating a weak creature. However, Perception is not actually reduced by the Weak Adjustments, check Bestiary, page 6.

Milke
December 1st, 2022, 16:52
This is a great extension and worth its cost!

I found one thing, though: your extension reduces Perception by –2 when creating a weak creature. However, Perception is not actually reduced by the Weak Adjustments, check Bestiary, page 6.


The Elite adjustment says to increase Perception, tho. I wonder if this is a form of errata? Or was it intentional.

dsaraujo
December 1st, 2022, 17:27
Yeah, never ever have I notice that. I wonder what is the intent here (maybe make sure that even weak opponents fare well on initiative or versus hidden opponents?). I will fix in the next release, thanks for bringing it up!

Zaister
December 1st, 2022, 20:00
You might be right. I checked some Weak creatures listed in recently published adventure path modules, and they also seem to have their Perception reduced.

Montis
February 9th, 2023, 18:03
Small QoL request: can we have a "max Hero Points" setting (Standard: 3) where if you give out a hero point to the whole party and some characters already have the maximum, they won't get any additional ones? :)

dsaraujo
February 15th, 2023, 16:10
Small QoL request: can we have a "max Hero Points" setting (Standard: 3) where if you give out a hero point to the whole party and some characters already have the maximum, they won't get any additional ones? :)

Great suggestion, added this small feature as part of 1.7.3. This is now live. You can't customize the number, however (it is fixed in 3), but you can turn on and off, with off as default (previous behavior)

Montis
February 15th, 2023, 19:28
Great suggestion, added this small feature as part of 1.7.3. This is now live. You can't customize the number, however (it is fixed in 3), but you can turn on and off, with off as default (previous behavior)

Sweet, thank you so much!

Montis
February 16th, 2023, 09:33
Hey, a thing I noticed is that your extension seems to "unactivate" by itself from time to time and seeing as you've recently done an update, I think it's connected to that. Maybe you can look into this so it doesn't happen in the future? I usually don't double check my activated extensions and noticing halfway through a session that I'm missing the extension can be a bit annoying as I'd either have to keep the session alive without it or restart the server i.e. all my players have to reconnect and I have to reopen all my opened stories and images.

Maybe it has something to do with how you're doing versioning?

Trenloe
February 16th, 2023, 10:02
Hey, a thing I noticed is that your extension seems to "unactivate" by itself from time to time and seeing as you've recently done an update, I think it's connected to that. Maybe you can look into this so it doesn't happen in the future? I usually don't double check my activated extensions and noticing halfway through a session that I'm missing the extension can be a bit annoying as I'd either have to keep the session alive without it or restart the server i.e. all my players have to reconnect and I have to reopen all my opened stories and images.

Maybe it has something to do with how you're doing versioning?
FG uses the extension filename/folder name as the ID for tracking FG. So, yes, if the folder name of the extension within the vault .dat file is changed then FG will see it as a new extension and you'll need to re-activate at each time. Looking in the current vault file, the folder name is PFRPG2GMEnhancements172 - so it does indeed look like that is different for some releases.

Montis
February 16th, 2023, 11:39
FG uses the extension filename/folder name as the ID for tracking FG. So, yes, if the folder name of the extension within the vault .dat file is changed then FG will see it as a new extension and you'll need to re-activate at each time. Looking in the current vault file, the folder name is PFRPG2GMEnhancements172 - so it does indeed look like that is different for some releases.

Yeah, I thought it was something like this. Thanks for confirming. Would be good if this wouldn't happen every time there was an update to the extension, so I implore dsaraujo to keep the folder name the same across releases, pretty please :)

dsaraujo
February 16th, 2023, 16:10
I wasn't aware of the filename change triggering this effect, thanks Montis for raising the issue and Trenloe for the details. I'll keep the same filename for the future (as PFRPG2GMEnhancements), so this issue might happen for just one last time.

Montis
February 16th, 2023, 17:02
I wasn't aware of the filename change triggering this effect, thanks Montis for raising the issue and Trenloe for the details. I'll keep the same filename for the future (as PFRPG2GMEnhancements), so this issue might happen for just one last time.

Yeah I figured it would happen once more to make it uniform, but at least after that we'll all have peace of mind :o

Montis
February 16th, 2023, 18:29
Another (really) minor thing related to the hero points is the grammar of the messages when attributing hero points to multiple characters or removing them from them.

I'd suggest in order to not have to use programming time on this (for checks if it's one or more characters as it would cause changes to the grammar) to rephrase them as follows:

Instead of
"A, B, C, gains 1 Hero Point!"
I'd change it to
"The following characters gain a Hero Point: A, B, C!"

And instead of
"A, B, C, now have zero Hero Points"
I would change it to
"The following characters now have zero Hero Points: A, B, C."

As I said, this is really minor and definitely not a must fix; just a suggestion :)

dsaraujo
February 16th, 2023, 21:43
I appreciate all feedback, thanks for keeping it coming. I can certainly adjust that: English is not my first language and I appreciate the suggestion. Will adjust the next time I go back to it.

joelevan
February 17th, 2023, 05:06
That is a really good suggestion. Really puts a nice polish to things!

MaxAstro
February 19th, 2023, 03:22
I wasn't aware of the filename change triggering this effect, thanks Montis for raising the issue and Trenloe for the details. I'll keep the same filename for the future (as PFRPG2GMEnhancements), so this issue might happen for just one last time.

Oh my goodness is THAT what has been happening? I thought I was going crazy and/or accidentally deactivating the extension.

Thank you for this.

Milke
February 20th, 2023, 19:06
I'm not as code savvy as a lot of you guys are. So, forgive me if this is like a 5th grader trying to jump into his dad's discussion :p
I did have to reactivate my GM Enhancements. Okay, no big deal. Just a click.
But now when I do certain things (notably add hero points via the party sheet) that annoying box of grey text shoots over from the side of the screen. Is there anything I can do to make that stop?
(And it's entirely possible it's not the GM Enhancements causing it. I just know that's one of the features. I hate that grey wall of text)

Now that I'm looking. There are a bunch of .ext files in my mod folder. And many of them are the same files that are in my ext folder. But I don't even see GM Enhancements in there. I know for a fact I didn't do that.
Should I go in my mod folder and delete all those .ext files?
I can't even find my gmenhancements file now.

I have the covid, so my brain is rattled.

Trenloe
February 20th, 2023, 22:32
But now when I do certain things (notably add hero points via the party sheet) that annoying box of grey text shoots over from the side of the screen. Is there anything I can do to make that stop?
That is the console window that only appears when there is an error raised. You'll need to fix the error - for two reasons: 1) Stop the console window showing up and more importantly 2) make everything work correctly.

The vast majority of error messages are caused by incompatible extensions - either incompatible with the current FG version or clashing with other extensions. The console window will contain error messages in red - which will indicate if the error is in a ruleset or an extension, which might help to narrow down what's causing the error/s. If the console doesn't help, then the best approach is to disable all extensions and enable them one-by-one, starting FG and seeing when the errors start.

Milke
February 21st, 2023, 19:31
I'm quite sure the grey will of text is from GM Enhancements.
But after reading this recent discussion about it, I'm really confused. The file is there to click in my campaign options, but I can't find the file anywhere. It's not in my ext or my mod folder. So I don't even know how my game is finding it.
I was going to delete it and reinstall it. But I can't find the file, even with a hard drive search. So all I can do is unclick it in my campaign. Which is unfortunate, because it's a great extension.

Macgreine
February 21st, 2023, 20:03
I'm quite sure the grey will of text is from GM Enhancements.
But after reading this recent discussion about it, I'm really confused. The file is there to click in my campaign options, but I can't find the file anywhere. It's not in my ext or my mod folder. So I don't even know how my game is finding it.
I was going to delete it and reinstall it. But I can't find the file, even with a hard drive search. So all I can do is unclick it in my campaign. Which is unfortunate, because it's a great extension.

You can disable it in your Forge acct.

Trenloe
February 21st, 2023, 20:12
I'm quite sure the grey will of text is from GM Enhancements.
But after reading this recent discussion about it, I'm really confused. The file is there to click in my campaign options, but I can't find the file anywhere. It's not in my ext or my mod folder. So I don't even know how my game is finding it.
I was going to delete it and reinstall it. But I can't find the file, even with a hard drive search. So all I can do is unclick it in my campaign. Which is unfortunate, because it's a great extension.
The file is in the vault directory - 00392d20-ac57-11ec-8c52-0050562be458.dat

dsaraujo
February 22nd, 2023, 00:45
If you can share the errors here, I'd be glad to try to reproduce the issue and fix it if it is a bug. I'm really sorry this is happening with you!

Milke
February 22nd, 2023, 02:48
I'm gonna try one more thing.
I just had a wipe in book 3 of Agents of Edgewatch. So I'm going to delete the campaign and start a new one in the same spot. Just to make sure my players didn't make mistakes on their character sheets that would cause the party sheet error.

Montis
February 22nd, 2023, 09:51
One thing that can lead to an error is if you have an old version of an extension hanging out somewhere. Like if you manually downloaded it at some point and then also downloaded it from the forge, but the old version is still there since you didn't manually delete it.

Milke
February 22nd, 2023, 16:40
I got the issue fixed. It was definitely GM Enhancements conflicting with something, but it wasn't the extension's fault.
I made a new campaign and loaded the characters one at a time and it was perfect. Until I added the final suspect character. One of my players decided he wanted to try something new and fancy, and multiclass. But he doesn't understand how multiclassing works. So I dug into his alchemist character sheet, and he had actually added levels of ranger. Like you would in PF1.
So every time I even opened the party tracker sheet, I got walls of grey text telling me all sorts of stuff. About the hero points automation was doing this or that.

The only reason I was further concerned was I had seen someone post about having to re-click their GM Enhancements when they hadn't unclicked it. And that happened to me. Then I got to looking and I couldn't even find the file. And it sent me down this rabbit hole in my covid fog that I've been in for the last week. haha
You guys are all so Bill Gates level smart. Trenloe, Shaderaven, dsaraujo. I don't see how you guys haven't hatched some genius business plan and gotten filthy rich.

dsaraujo
February 22nd, 2023, 17:34
No harm done, I'm happy to see you solved your issue. And this might help other users in the future as well. I'll certainly check my code on the Party Sheet to make it a bit better in handle unexpected cases like you described (this is probably related to calculating the average party level for encounter building, but because it is pulling from the party sheet, it might look as an issue with hero points).

Cheers,

Milke
February 22nd, 2023, 17:41
In a way, your extension actually helped me figure out my other problem. If it hadn't gone haywire, I'd have probably never looked at this individual character level and seen he had two different classes added.
It's the old thing of, if something is going wrong, there's generally a reason for it. Now go and figure out what has changed since the last time it was working correctly, and pinpoint it.

Midge
February 26th, 2023, 18:52
Experience rewards for the Party Size adjustments that are not 4 players seem to be incorrect. For example: A party of 5 severe encounter has a budget of 150 XP, I can create this with various monsters and it displays 150 XP. However, the XP that should be awarded is 120 when I click the "award" button on the party sheet. The budget changes for the party size yes, but the rewards should always be as if the encounter were never adjusted for additional players.

dsaraujo
February 26th, 2023, 19:53
Make sure you are not running my old extension for encounter planning, as they will conflict with gm enhancements.

Midge
February 26th, 2023, 21:11
I'm only running the forge GM enhancements extension. But from an "expected result" standpoint, should the encounter builder be awarding the same xp value that is displayed in the encounter builder even if it's not a 4 man party? If this is the case then some manual adjustments on my part as a GM will be required, since the value displayed includes the "character adjustment" value as laid out in the Core Rulebook. But when awarding xp for a larger party, this "character adjustment" value should not be included in the xp reward, it's only used to adjust the difficulty of said encounter.

dsaraujo
February 27th, 2023, 00:26
Ah, I see what you mean. You were looking for the budget value. I currently do not display the budget value, even if I use it internally to calculate the threat. The reason for that is that I don't need an specific number, just a ballpark, and threat gives me that. I can add a new total budget field with Party Size and Level if that helps you.

The XP field shows the total XP from the creatures added to the encounter, which is the total of XP distributed to the party via the award button. For example, for a party of five level 1 PCs, an encounter is moderate from 100-150 xp, and severe from 150-200xp of creatures. The awarded XP, however, it is calculated as per 4PCs, and shown correctly on the XP field (you can change the number of PCs and see that the awarded XP value does not change, while the thread does).

Midge
February 27th, 2023, 01:20
For parties larger than 4PCs, awarded xp is calculated as per 4 PCs without the "character adjustment" included, the shown value (that will be awarded) is too much for parties bigger than 4PCs. So for 5PCs a severe encounter made up of 150xp worth of enemies, should be awarded as 120xp. If there was a separate manual way to simply adjust the awarded xp that would definitely help.

dsaraujo
February 27th, 2023, 01:45
I only use awarded XP. If you add 4 Goblin Warriors, Level -1 to the encounter, it will only consider the character level to calculate the XP field. For example, if the level is set to 1, XP will be 80, and the threat will be Moderate. If you set the level to 2, XP will be 60, and the threat updated to Low. Changing party size will not modify the XP field. However, changing the party size will update the Threat appropriately.

The reason I built the encounter builder this way it due to how I plan encounters: I start from my party composition, and then start adding creatures I'm interested in until I hit the desired challenge, and not the other way around. Some people prefer to first define the threat, and then work to find the monsters. For those, they need to see the budget (currently not shown, even if calculated to evaluate the threat).

Awards are correct as they are now. If you can show me an example of a bad calculation of XP for a 5PC encounter, I'd be glad to fix it.

Midge
February 27th, 2023, 02:05
56441

56442

Here's an example with a 5PC group

Valin
February 27th, 2023, 02:17
56441

56442

Here's an example with a 5PC group

Hm, that does look incorrect. While the budget should be increased to 150 xp for a 5 character party, the amount awarded should still be 120 xp like a 4 character party.

dsaraujo
February 27th, 2023, 02:17
Three creatures of L+0 (40xp each) plus one creature of L-1 (30xp) should award 150xp regardless of how many PCs are in the party. I don't see what is wrong here. Please read Party Size on Core Rulebook, page 508.

Edit: with that said, I added the budget as a tooltip for the threat on 1.7.4 and that should be available in the next release.

Midge
February 27th, 2023, 02:56
Right, page 508 Party Size https://2e.aonprd.com/Rules.aspx?ID=578 states:

The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don’t change—always award the amount of XP listed for a group of four characters. A group a 4PCs severe encounter is 120xp. If it's adjusted to be 150xp worth of monsters for 5 to create a balanced severe encounter, you still only award 120 to those 5 players; which is the amount that a 4PC party would have received. If it didn't state this, then you would just award 150xp.

See the following discussions as reference:

https://www.reddit.com/r/Pathfinder2e/comments/wcbywe/question_in_regards_to_awarding_xp/

https://www.reddit.com/r/Pathfinder2e/comments/xqvwl1/encounter_xp_for_party_of_less_than_four_players/

https://paizo.com/threads/rzs434fw?Experience-for-larger-parties

Midge
February 27th, 2023, 03:06
Based on the Party Size section of the CRB pg.508 it states:

The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don’t change—always award the amount of XP listed for a group of four characters.

This means that if you create an encounter for a larger (or smaller group) you award the base XP budget value for the intended difficulty, you do not include the character adjustment used to balance the difficulty in the awarded XP. A number of encounter builders online also don't correctly include this. One that does however can be viewed here: https://mimic-fight-club.github.io/

See the following discussions as reference:
https://www.reddit.com/r/Pathfinder2e/comments/wcbywe/question_in_regards_to_awarding_xp/
https://www.reddit.com/r/Pathfinder2e/comments/xqvwl1/encounter_xp_for_party_of_less_than_four_players/
https://paizo.com/threads/rzs434fw?Experience-for-larger-parties

Montis
February 27th, 2023, 09:26
Three creatures of L+0 (40xp each) plus one creature of L-1 (30xp) should award 150xp regardless of how many PCs are in the party. I don't see what is wrong here. Please read Party Size on Core Rulebook, page 508.

That's not quite correct. See https://2e.aonprd.com/Rules.aspx?ID=500:


For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in Table 10–1: Encounter Budget. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don’t change—you’ll always award the amount of XP listed for a group of four characters. (emphasis mine)

So if you have 4 players and create a moderate encounter, you put in 80 XP worth of enemies. If you have 6 players, you put in 120 XP worth of enemies, but the party still only gets 80 XP. Otherwise parties with lots of players would level much faster than smaller parties despite having the same relative challenge.

Trenloe
February 27th, 2023, 10:59
Montis, Midge and Valin are correct. XP in PF2 has been simplified from a player standpoint - 1,000 XP for each level and also the total XP that is earned for an encounter is assigned to all those who participated - the XP isn't divided. Hence the XP for specific encounter threat level should be based off a party of 4 PCs. If there's more or less PCs in the party, it's suggested that the XP budget for the encounter is adjusted as needed, but the XP awarded to each PC is still the base XP budget for 4 PCs. This is required otherwise parties with more than 4 PCs would level up more quickly and parties of less than 4 PCs would level up more slowly.

So, whereas the PF2 design has made it easier from the PC standpoint (1,000 XP needed for each level) the maths has become more complex from the GM side.

dsaraujo
February 27th, 2023, 15:35
It still looks like we are all saying the same thing, that is why I asked for an example. In the example, we had 3 L+0 creatures and 1 L-1 creature. Are you saying that the XP award for that encounter is not 150XP? If not, please clarify to me as I'm having trouble here! :) Or provide a different example where I'm showing an incorrect amount of XP on my extension. To be crystal clear: my extension currently do not display XP budget, and only uses the party size to calculate the relative threat of the encounter.

Edit: additionally, I count XP based on adversary levels as per Adversaries and Hazards, pg 507, using table 10-8 (pg 508), not based on threat. The encounter threat (table 10-1, pg 489) is for budget, not rewards. So, if the encounter is Severe, that don't inform you how much XP the party will get. The level and count of adversaries will.

MaxAstro
February 27th, 2023, 15:41
It still looks like we are all saying the same thing, that is why I asked for an example. In the example, we had 3 L+0 creatures and 1 L-1 creature. Are you saying that the XP award for that encounter is not 150XP? If not, please clarify to me as I'm having trouble here! :) Or provide a different example where I'm showing an incorrect amount of XP on my extension. To be crystal clear: my extension currently do not display XP budget, and only uses the party size to calculate the relative threat of the encounter.

Let's make the math a little easier: For a party of 4 players, 3 L+0 creatures is a Severe encounter, which should award 120 XP. However, for a party of 6 players, 3 L+0 creatures is only a Moderate encounter, and should only award 80XP. AFAIK, there is not actually a situation where an encounter could award 150XP - XP award is based on the threat of the encounter, not the XP values of the individual creatures. 3 L+0 creatures and an L-1 creature for a party of 4 players would be close enough to an Extreme encounter that it should probably "round up" and award 160 (from the "building encounters" rules: "Many encounters won’t match the XP budget exactly, but they should come close").

From a programming standpoint, what you probably want to do is calculate the total XP value of the encounter, and then "round" it to the nearest "whole threat level" based on party size.

dsaraujo
February 27th, 2023, 15:54
I disagree. Budget is informed by threat. Award is determined by the XP value of individual creatures per rules as written. Per CRB: "When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter", pg 507. Since pg 508 says "(...)—always award the amount of XP listed for a group of four characters", then it is clear that XP award is not changed by party size.

Which makes sense: this is to make it easier to plan and write adventures/modules/APs, not to determine the pace of leveling PCs. Larger parties will encounter easier encounters if you run then as written. If you add more creatures, to keep the challenge, you also gives more XP. In my mind, it makes more sense to go through an AP, as written, easier with 5 PCs and harder with 3PCs.

MaxAstro
February 27th, 2023, 16:01
The line you quote doesn't make sense unless it works the way myself and Trenloe are saying. "Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don’t change—you’ll always award the amount of XP listed for a group of four characters."

Severe encounter for four players: XP budget of 120, XP award of 120. Severe encounter for six players: XP budget of 180. If you award 180 XP, then you have changed the XP award for the encounter, despite the encounter still being severe. Therefore, the severe encounter is still worth 120 XP.

APs are not intended to be run "as written" with larger or smaller parties - the GM is supposed to adjust encounters to keep the encounter rating the same. If this resulted in a change of awarded XP, then the party would level up more quickly or more slowly than intended.

dsaraujo
February 27th, 2023, 16:05
So you are saying that encounters can only award 40, 60, 80, 120 or 160 XP? No intermediary values ever?

Edit: I got it now. This fundamentally breaks my approach completely, because it will force the selection of threat before selecting monsters. I'll have to add a budget field so it is clear when you are overbudget (I don't want to stop you from adjusting creatures numbers).

MaxAstro
February 27th, 2023, 16:13
I was a little confused at first myself, because the text on page 507 does seem to contradict the encounter building rules. However, the first sentence under "Party Size" on 508 is "the rules for advancement assume a group of four PCs", which implies that the rules on 507 are assuming a group of four PCs and the instructions for adjusting for party size override those rules.

EDIT: Also, I don't think you need to choose threat beforehand? You can still calculate it on the fly, you'll just need to round the XP to the "nearest threat" and make the XP award based on that.

So for example, GM is building an encounter with a party of 6 players. They add two L+0 creatures to the encounter. Total XP in the encounter is now 80, which is pretty close to 90, the "low" threat budget. Encounter threat is Low, and XP award is 60. GM adds another L+0 creature. Total XP is now 120, which equals the "moderate" budget. Encounter threat is updated to Moderate, XP award is updated to 80. GM adds a fourth L+0 creature. Total XP: 160. Closer to Severe than Moderate, so threat and award change again. Etc...

Trenloe
February 27th, 2023, 16:33
So you are saying that encounters can only award 40, 60, 80, 120 or 160 XP? No intermediary values ever?
I don't believe that's the case.


Adversaries and Hazards
Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).

So, if you have a party of 4 then each PC gets the total XP of all the creatures and hazards.

The difficulty comes in when there are more or less than 4 PCs in the party. You pretty much have to either start with the threat level, which will give you the budget and the character adjustment value, or do some reverse calculations to get back to the base XP for 4 PCs.

Table 10-1 Encounter Budget on page 489 gives the threat level, budget and character adjustment. If you have more than 4 PCs you need to essentially create a new table - adding the character adjustment to the XP budget to know the various threat level thresholds.

The character adjustment XP per PC different than 4 are based off the base threat level: Trivial = 10, Low = 15, Moderate = 20, Severe = 30, Extreme = 40.

For example:


2 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 20, 30, 40, 60, 80.
3 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 30, 45, 60, 90, 120.
4 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 40, 60, 80, 120, 160.
5 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 50, 75, 100, 150, 200.
6 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 60, 90, 120, 180, 240.


But, even though the encounter budget is different for a party size of other than 4 PCs, the base XP awarded is still based off the 4 PC levels: Trivial, Low, Moderate, Severe, Extreme = 40, 60, 80, 120, 160.

So, let's say you have 5 PCs in the party and, after adjusting the encounter the total XP is 195 - there's no specific rules that I've read that say exactly where the thresholds are, so I usually go with the closest. 195 XP for 5 PCs is closest to the Extreme budget of 200. We need to calculate the XP award value based off 4 PCs: the extreme character adjustment is 40 per PC different than 4, so the XP that should be awarded to each PC is the total XP of the encounter minus the character adjustment: 195 - 40 = 155 XP.

MaxAstro
February 27th, 2023, 16:48
That makes the math really complicated, because you have to figure out what the nearest threat level is to determine how much XP to subtract... If you have 5PCs and 175XP worth of stuff, is that Extreme and worth 135XP, or is it Severe and worth 145XP? Why is it worth more XP if you decide it's closer to a lower threat level?

I don't like that. XD

dsaraujo
February 27th, 2023, 16:56
I'm iterating designs here, thanks everyone (especially Midge) for your patience with me and sorry for the stubbornness!

dsaraujo
February 27th, 2023, 17:00
What about extreme+ XP? Should we keep reward XP capped to 160?

MaxAstro
February 27th, 2023, 17:05
FWIW, the Paizo forums can't seem to agree either. XD Everyone agrees that an exactly on-budget Severe encounter is worth 120XP no matter how many players are in the party. But so far there doesn't seem to be consensus on what encounters that don't land right on budget are worth.

Montis
February 27th, 2023, 17:06
If there are more or less than 4 players you could display two XP numbers: "XP budget" and "XP awarded". The XP awarded would be recalculated based on the number of players. And as the encounter budget per player is linear, just use:

XP x 4 / [number of players]

After that you match this number with the closest threat level and you should be good to go.

(I'm sorry if my thinking is incorrect or I'm explaining this badly, a bit sleep deprived at the moment :ninja: )

Trenloe
February 27th, 2023, 18:31
What about extreme+ XP? Should we keep reward XP capped to 160?
I wouldn't artificially set a cap - then you're restricting people. As I mentioned in post #157 the Core Rules state "each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes...)" so it's possible that a GM could create a very extreme encounter with a total XP award of more than 160xp.

dsaraujo
February 27th, 2023, 18:34
I mean for the award, not the budget. How much should we award for a 4PCs party of level 1 fighting 10 L1 goblins? 160, due to an extreme encounter, or 400, due to 10 goblins at L+0?

Trenloe
February 27th, 2023, 18:40
I mean for the award, not the budget. How much should we award for a 4PCs party of level 1 fighting 10 L1 goblins? 160, due to an extreme encounter, or 400, due to 10 goblins at L+0?
"each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes...)"

So, yes, 10 Party Level goblins would be 400xp.

The threat level is just the guidelines that give a rough structure to work within and also the character adjustment for a party of other than 4 PCs.

MaxAstro
February 27th, 2023, 18:40
If it helps, my post on the Paizo forums got a pretty detailed reply from Mathmuse breaking down the math of encounters and how he handles it.

56459

If I'm reading that correctly, it kind of sounds like you can calculate the XP award from the budget by multiplying by 4/number of players. So for example, a Severe encounter for 6 players has a budget of 180XP. 180 * (4/6) = 120, which is the correct XP award.

So mathematically, that would mean that for example, an encounter for 6 players that has a budget of 400 XP (that's a crazy encounter!) would award 266.666... XP. Which isn't very clean, but maybe "round to the closest 5 XP" could be applied. Either way "multiply by 4 and divide by number of players" should be a vastly easier way to calculate the XP award from the budget.

Montis
February 27th, 2023, 19:49
If I'm reading that correctly, it kind of sounds like you can calculate the XP award from the budget by multiplying by 4/number of players. So for example, a Severe encounter for 6 players has a budget of 180XP. 180 * (4/6) = 120, which is the correct XP award.

Pretty much exactly what I wrote above :)
Good that someone could confirm it :D

dsaraujo
February 27th, 2023, 22:12
Here is what my approach will be:


I will add a separate field for budget XP. This is calculated based on the total creatures added to the encounter, based only on the party level (i.e., assumes 4PCs for calculating it).
If you press a button, the extension will calculate the threat of the encounter based on the party size, and set the award XP to 4/party size for party sizes over or under 4, with no cap.
If you change values, you'll need to press the button to get updates values, it won't automatically do it as before. This is important to not override values from modules, and to pre-prepare encounters from different levels. I could "auto-press" then button when Party Size or Levels were edited, by I felt it was confusing. I'll sacrifice speed for simplicity, let me know your opinions.

Notes:

All fields will be editable now (if the record is not locked). This means you can adjust the award XP and Threat manually if you have an encounter in a particular different situation (advantageous terrain, for example). Pressing the recalc button will override your manual edits.
I will only calculate fields if you press the button. This is to not automatically change the intended threat of encounters from published modules if you open them for the fist time with no values for party size and level (especially if you are checking them in advance, or if you stop using my module). So, if you open an encounter from an AP, it will show incorrect values for your party unless you force the calculation.
I discover another bug where I didn't exclude neutral or allied faction NPCs. I fixed this (only hostile creatures will be part of budget) too.
I've updated the Random Encounter Generator appropriately (and noticed due to the changes that sometimes the generated encounter will "low-ball" an encounter, generating a Low encounter even when a Moderate was asked. Seems fine by me, as I prefer to err on the easy side, you can always adjust).


Below is how it looks with many examples, let me know if anyone have any feedback before I push this to live.

56464

MaxAstro
February 28th, 2023, 00:39
The only suggestion I might make is to consider any amount above the normal trivial cap "low" instead of trivial, since a) the trivial category specifically says "40 or less" and b) the special rule about trivial encounters not typically awarding XP at all. A 50 XP encounter is probably close enough to "low" that it should be worth XP.

Montis
February 28th, 2023, 09:20
I'd name it "XP award" and "XP budget". And for usability / readability I'd move the things around a bit:

top left: Party Size
top right: Party Level
center left: XP budget
center right: threat level
bottom left: xp award (plus recalculate button)

and maybe make the party size and party level fields, as well as the numbers field a bit different so people know they can enter their own values there. it's usually gray background for fields that can receive an input and white-ish background for fields that don't.

something like this: 56486

also make sure to test it with 1, 2 and 3 players :)


edit: I also just found a bug!
when you add a level 0 creature and then afterwards add a different level creature, the level 0 creature's level will be changed to the same level as the new creature.
see here: 56487

dsaraujo
March 1st, 2023, 00:50
Thanks for the feedback. Unfortunately I can't really use your layout (which is certainly better): since I build on top of existing UI (to make sure that if people stop using my extension, their data is still fully compatible with standard use), I'm limited in what I can play with. The field XP, for example, it is unnamed in the original window so I cannot modify it. Award XP had the XP label written twice on the same place! :) I'm using just XP and Budget. Astro, I'll keep the trivial terminology for now, since I don't want to add even more special cases to the logic.

The Level 0 was actually a pretty nasty bug, thanks for finding it!

I'm pushing this as 1.8. Warning: this update MIGHT disable the extension: please re-enable it on the extension list before starting your game. This should not happen anymore on future updates moving forward.

Montis
March 1st, 2023, 10:39
Oddly enough the extension was still activate for me. It does show v1.8, so unsure what happened :confused:

After playing around with it a bit, I noticed that the budget isn't being calculated automatically anymore. Is it possible to turn that back on and just have the awarded XP plus threat need a button press to be recalculated?

dsaraujo
March 1st, 2023, 14:47
The reason for not automatically calculate is because now threat can change when PCs are not 4 and level is different from the original encounter, and I don't want to automatically overwrite the intended difficulty from existing encounters from adventures when you just open an encounter. I might revisit this in the future.

Idward
March 1st, 2023, 15:00
Fix one bug and another pops up. The eternal curse of a programmer. It is now no longer picking up previously existing monsters but it is picking up newly added monsters.

Unmodified just opened up
56513
After running recalcuate
56514
After adding a new monster
56515

dsaraujo
March 1st, 2023, 16:12
I couldn't reproduce. I'm not familiar with your theme, but those hand icons mean those NPCs are marked as Neutral or Allies instead of Foes? If so, that is why they are not being used as part of the calculation. Can you try on a different encounter?

Idward
March 1st, 2023, 19:02
Ah! Ok yeah they are are marked as neutral, I'll have to make note of that for any upcoming encounters in this AP.

(The theme is Barron, its in the FG forge)

Idward
March 6th, 2023, 00:44
I have a request. Any chance of making a potion/wand item builder? Like the rune forge but I put in wand + spell or potion + spell?

MaxAstro
March 6th, 2023, 01:15
I have a request. Any chance of making a potion/wand item builder? Like the rune forge but I put in wand + spell or potion + spell?

Oh man this would save me so much time. Especially for scrolls, because one of my PCs right now is obsessed with scrolls. XD

dsaraujo
March 6th, 2023, 02:19
I think I can repurpose the Spellbook builder (likely adding a few buttons) into a wand/scroll builder. I'm a bit confused on the Potions side.

MaxAstro
March 6th, 2023, 04:19
Actually now that you mention it I'm confused by that too. I didn't think 2e had potions that were just "bottled spells". XD

dsaraujo
March 6th, 2023, 20:47
Added Scroll and Wand option on the Spellbook builder (button is on top of Spells). For now you have to do one item at a time, and heightened spells are not possible to use. This is Live on v1.9.

MaxAstro
March 7th, 2023, 02:06
That's amazing, you are a hero.

Idward
March 7th, 2023, 14:10
Ah yeah you are right they don't I was thinking scrolls not potions. Also wow you work fast, thanks!

Idward
March 7th, 2023, 14:35
Ah, the wand's item levels are off, wands should be 2 levels higher.
e.g. a Level 1 wand shows item level 1 instead of item level 3.

dsaraujo
March 7th, 2023, 17:12
Uff, true, let me fix that table!

Edit: Fixed as 1.9.1, Live in Forge.

ColoradoGM
March 11th, 2023, 10:22
People probably already know this but if you have Random Encounter Generator and this both loaded they conflict. Which since REG's functions are now in this extension, you don't need anyway. But I spent some time tracking down which extensions were incompatible before getting it right.

MaxAstro
March 11th, 2023, 15:54
People probably already know this but if you have Random Encounter Generator and this both loaded they conflict. Which since REG's functions are now in this extension, you don't need anyway. But I spent some time tracking down which extensions were incompatible before getting it right.

Pretty sure that's explained in the first post. :)

ThirdSign
March 12th, 2023, 13:19
I think there's a bug with the threat calculation on an encounter due to the difference between xp award and xp used to calcuate difficulty

Situation:

Party of two level 3 characters. Against a single level 3 creature, the XP reward would be 40xp.

A moderate encounter for a party of 2 is 40xp.

Therefor, two level 3 characters fighting a single level 3 creature should be a moderate encounter.

However, they still receive the full XP for the moderate encounter, which is 80xp.

The extension seems to be looking at the 80xp award and saying "this is an extreme encounter", which it should be looking at half that and saying it's a moderate encounter.

56684

MaxAstro
March 12th, 2023, 16:19
I think there's a bug with the threat calculation on an encounter due to the difference between xp award and xp used to calcuate difficulty

Situation:

Party of two level 3 characters. Against a single level 3 creature, the XP reward would be 40xp.

A moderate encounter for a party of 2 is 40xp.

Therefor, two level 3 characters fighting a single level 3 creature should be a moderate encounter.

However, they still receive the full XP for the moderate encounter, which is 80xp.

The extension seems to be looking at the 80xp award and saying "this is an extreme encounter", which it should be looking at half that and saying it's a moderate encounter.

Oh no, we just went over this whole mess. XD

Your confusion is understandable, but you are wrong here: "A moderate encounter for a party of 2 is 40xp. "

The budget for a moderate encounter for a party of 2 is 40XP. However, a moderate encounter is always worth 80XP, regardless of party size. If this weren't true, smaller parties would level up very slowly and large parties would level up too quickly.

ThirdSign
March 12th, 2023, 17:20
I understand, but it should still be a "moderate" encounter. It's based on the 40xp, not the 80xp reward. Everything in the screenshot is correct except the "Threat" field. It's based on the award, not the budget

Build the encounter here and compare it to the screenshot:

https://maxiride.github.io/pf2e-encounters/#/

MaxAstro
March 12th, 2023, 18:06
EDIT: I completely misunderstood you, ignore this.

EDIT 2: On closer look I think you are right. The encounter in your screenshot should be "Moderate", not "Extreme". I didn't realize you were saying the description was wrong, not the XP award.

dsaraujo
March 13th, 2023, 03:32
My understanding from previous debate is that for two PCs we need to remove two character adjustments from the budget to get the threat for that encounter. So, the table would be the standard 10-1, adjusted twice by the character adjustment value (subtraction in this case since is is less than 4 PCs:

Trivial: 20 or less
Low: 30
Moderate: 40
Severe: 60
Extreme: 80

One L+0 versus two Level 3 PCs is 80xp award, so an extreme encounter, not moderate. By the way, a single L+0 versus two PCs is **very** deadly imho, and there is no way this is Moderate as a guide. Right? Just wanting to be 100% clear.

ThirdSign
March 13th, 2023, 10:59
My understanding from previous debate is that for two PCs we need to remove two character adjustments from the budget to get the threat for that encounter. So, the table would be the standard 10-1, adjusted twice by the character adjustment value (subtraction in this case since is is less than 4 PCs:

Trivial: 20 or less
Low: 30
Moderate: 40
Severe: 60
Extreme: 80

One L+0 versus two Level 3 PCs is 80xp award, so an extreme encounter, not moderate. By the way, a single L+0 versus two PCs is **very** deadly imho, and there is no way this is Moderate as a guide. Right? Just wanting to be 100% clear.

That's not right. It's an 80xp award, but it's a 40xp encounter.

When scaling a moderate encounter to different party sizes, you adjust the budget by 20xp in either direction, depending on if you're adding or removing characters.
For a 4 player party, you want 80xp of monsters for a moderate difficulty encounter.

For a 2 player party, you want 40xp of monsters for a moderate difficulty encounter.

a single L0 monster is worth 40xp, therefor a a single L0 monster is a moderate encounter to a 2 player party.


After the moderate encounter is completed, you'd award the players with 80xp because you always award the players XP as if it's a 4 player party, but the award has no impact on the threat level. That's always based on the difficulty table for the encounter.

---

Here's a good example:

2 L0 monsters are worth 80 XP. This is a moderate difficult encounter for a party of 4.
If I'm playing the campaign with a party of 2, I need to scale this encounter down.

To do this, I look at the table linked below, and see I need to reduce the budget of this encounter by 20, for each player missing. This leaves me with a budget of 40.

Since I know that a L0 monster is worth 40xp, I know I can remove 1 L0 monster from this encounter, which leaves a 40xp budget, making this a moderate encounter for my party of 2, successfully scaling the encounter.

Likewise, if my encounter was one L+1 and a L-2 that would be an award of 80xp for a party of 4. If I wanted to scale this down, I would need to adjust it down to 40 XP again.
I could do this by removing the L-2 monster, and changing the L+1 monster to a Weak variation, making it a single L0 encounter (or a 40xp encounter)

Reference: https://2e.aonprd.com/Rules.aspx?ID=497

Trenloe
March 13th, 2023, 11:06
One L+0 versus two Level 3 PCs is 80xp award, so an extreme encounter, not moderate.
It's 40xp budget, but an 80xp reward.

I'll refer back to the post I made earlier in this thread:


Table 10-1 Encounter Budget on page 489 gives the threat level, budget and character adjustment. If you have more than 4 PCs you need to essentially create a new table - adding the character adjustment to the XP budget to know the various threat level thresholds.

The character adjustment XP per PC different than 4 are based off the base threat level: Trivial = 10, Low = 15, Moderate = 20, Severe = 30, Extreme = 40.

For example:


2 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 20, 30, 40, 60, 80.
3 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 30, 45, 60, 90, 120.
4 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 40, 60, 80, 120, 160.
5 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 50, 75, 100, 150, 200.
6 PCs have the threat levels as Trivial, Low, Moderate, Severe, Extreme = 60, 90, 120, 180, 240.


But, even though the encounter budget is different for a party size of other than 4 PCs, the base XP awarded is still based off the 4 PC levels: Trivial, Low, Moderate, Severe, Extreme = 40, 60, 80, 120, 160.

A single Party level creature has an XP "budget" of 40 XP, it doesn't matter how many PCs are in the party, the XP budget is always 40xp. So, if the level 3 party in our example encounters one party level creature, the XP budget value is always 40xp - and we need to look at the list above to see what threat level this equates to:

Taking 2 PCs, the threat level budget is: Trivial, Low, Moderate, Severe, Extreme = 20, 30, 40, 60, 80.

40xp budget is a Moderate threat level encounter for 2 PCs and a moderate threat encounter gives 80xp - it would be a low threat encounter for 3 PCs (60xp) and Trivial threat for 4+ PCs (40xp or less).

As mentioned by @ThirdSign in post #188 (https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension&p=681218&viewfull=1#post681218) - the values in their screenshot are correct (40xp budget, 80xp award) it is just the threat level that is incorrect.

MaxAstro
March 13th, 2023, 14:51
One L+0 versus two Level 3 PCs is 80xp award, so an extreme encounter, not moderate. By the way, a single L+0 versus two PCs is **very** deadly imho, and there is no way this is Moderate as a guide. Right? Just wanting to be 100% clear.

It is quite deadly, but by the rules it's moderate. Honestly, two L+0 versus four PCs has also always felt more than just "moderate" to me, difficulty wise, but that's what the rules say.

As ThirdSign and Trenloe have said, the threat of an encounter is based on the budget, not the final XP award. It's easy to see why it needs to be this way if you go extremely in the other direction:

Say for example you have an (ill-advised) 8 player party. For such a party, the budgets would be:

Trivial: 80XP
Low: 120XP
Moderate: 160XP
Severe: 240XP
Extreme: 320XP

As previously discussed, the awards don't change, and stay at the usual 40/60/80/120/160.

Let's then say you build an (also ill-advised) 8 L+0 encounter. Such an encounter would have a 160XP award... but it's hardly a "moderate" encounter, is it? No, it's clearly an extreme encounter. So the threat is determined by the budget (320XP in this case), not the final XP award of 160XP.

dsaraujo
March 13th, 2023, 17:19
Thanks again for the explanation. My challenge here is that the whole XP calculation was based on the Random Encounter tool, which has a different perspective: instead of looking at monsters and calculating XP, I was looking at an initial threat and trying to fit appropriate monsters there, so that cause me a lot of confusion as they share most of the code. Here how it should look like after the fix, let me know if I'm still missing something:

56699

Edit: since I've got no negative feedback. I'm pushing this to live as 1.9.2

MaxAstro
May 6th, 2023, 22:02
Rune Force does not seem to recognize the Impactful rune from Secrets of Magic.

dsaraujo
May 6th, 2023, 22:49
This is due to the rune not having anything filled in the Subcategory Field. Change it to Weapon Property (to be similar to the CRB) or Rune (to be similar to APG) and it should work. I wish the modules had some consistency to them for those fields...

MaxAstro
May 6th, 2023, 22:50
Ooh, I should probably report that as a bug, then.

webdove
May 10th, 2023, 22:10
The honest answer here is that I do not provide any future guarantee that this extension will be maintained. The reason I built this was because I play PF2 using Fantasy Grounds and I missed those features, so I took on myself to add them (learning lua was also a motivator). I initially shared some of those for free, but after spending a lot of time on the extension, I felt like charging a small fee was in place.

I will maintain this while I play PF2 and FG, which seems very likely. I started using FG in 2007, so sunken cost fallacy is strong here. :D And while I play, I don't want this to break for me either.

With all that said, I can commit to open the source code if I ever plan to stop maintaining it indefinitely. What I'm not explicitly promising here is that this will be updated forever, so make your decision fully informed.

Also like many other cases someone may step up to maintain and improve it in your stead.

dsaraujo
May 25th, 2023, 16:16
Hi everyone. For the duration of the US Memorial day holiday, this extension will be on sale, for a 15% discount. It starts today (May 25th), 9pm EST.

JohnQPublic
May 30th, 2023, 01:10
Getting some errors since the last FGU update.
Create new Pathfinder 2e campaign.
Enable PFRPG2 GM Enhancements
Get a few warnings and an error on load.

[5/29/2023 5:07:53 PM] Starting cloud server mode. [JohnQPublic]
[5/29/2023 5:07:53 PM] Game server started. [64.227.88.38:65533]
[5/29/2023 5:07:53 PM] Launcher scene exiting.
[5/29/2023 5:07:53 PM] Match successfully created on lobby.
[5/29/2023 5:07:54 PM] Tabletop scene starting.
[5/29/2023 5:07:54 PM] CAMPAIGN: test
[5/29/2023 5:07:54 PM] RULESET: PFRPG2
[5/29/2023 5:07:54 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PUBLIC]
[5/29/2023 5:08:00 PM] MEASURE: RULESETS LOAD - 6.0678566 - PFRPG2
[5/29/2023 5:08:00 PM] [WARNING] windowclass: Window class (charsheet_skills) defined with merge attribute, but asset name does not match existing asset. [PFRPG2GMEnhancements] [campaign/income_calculator.xml]
[5/29/2023 5:08:00 PM] [WARNING] windowclass: Window class (ps_main) defined with merge attribute, but asset name does not match existing asset. [PFRPG2GMEnhancements] [ps/hero_point_distro.xml]
[5/29/2023 5:08:00 PM] [WARNING] windowclass: Window class (ps_mainitem) defined with merge attribute, but asset name does not match existing asset. [PFRPG2GMEnhancements] [ps/hero_point_distro.xml]
[5/29/2023 5:08:00 PM] MEASURE: EXTENSIONS LOAD - 0.032912 - 1
[5/29/2023 5:08:06 PM] MEASURE: MODULE LIST BUILD - 6.1107525 - 234
[5/29/2023 5:08:06 PM] MEASURE: REFRESH IMAGE ASSETS - 0.0568483
[5/29/2023 5:08:06 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0069811
[5/29/2023 5:08:06 PM] MEASURE: REFRESH TOKEN ASSETS - 0.0658238
[5/29/2023 5:08:06 PM] MEASURE: ASSET LIST BUILD - 0.1296532
[5/29/2023 5:08:07 PM] MEASURE: LOAD - PART 1 - 13.1590051
[5/29/2023 5:08:08 PM] [ERROR] Script execution error: [string "PFRPG2GMEnhancements:..pts/data_library.lua"]:18: bad argument #1 to 'insert' (table expected, got nil)
[5/29/2023 5:08:09 PM] RULESET: Ruleset [PFRPG2] loaded.
[5/29/2023 5:08:09 PM] RULESET: Core RPG ruleset (2023-04-25) for Fantasy Grounds
Copyright 2023 Smiteworks USA, LLC
[5/29/2023 5:08:09 PM] EXTENSION: PFRPG2 GM Enhancements version 1.9.3 by Daniel Anand.
[5/29/2023 5:08:09 PM] MEASURE: LOAD - PART 2 - 2.2963887

dsaraujo
May 30th, 2023, 01:23
I was not able to reproduce. Can you provide additional info as other extension also enabled maybe operational system? Also make sure you are not in the test channel.

JohnQPublic
May 30th, 2023, 06:14
Looks like the problem was a corrupt ruleset pak on my side. Working now. Thanks!

ThirdSign
July 8th, 2023, 20:54
I think the re-calc button might be busted in the latest FGU version.

58128

dsaraujo
July 9th, 2023, 01:06
This error happened because the encounter don't have a party level calculated for some reason. As a workaround, you can delete and set the party level manually. I'll add a fix to the code and update asap as 1.9.5.

ThirdSign
July 9th, 2023, 12:22
This error happened because the encounter don't have a party level calculated for some reason. As a workaround, you can delete and set the party level manually. I'll add a fix to the code and update asap as 1.9.5.

I think it's because newly added monsters have a level of 《blank》. I don't think I can edit that number in place

dsaraujo
August 2nd, 2023, 21:12
Did some initial tests with R19 and it seems to be working fine (at least it is not throwing errors). There is definitely room to use the new features (for example, wands and scroll could insert the new activities). If you guys find any incompatibilities with R19 or have suggestions of new features, please post here.

Idward
August 7th, 2023, 01:51
I found an issue with Comb. Weapons. It is not applying the traits from runes to the Cmb. Traits.
58438
58439
Manually updating them to match
58440

chaosknight199
October 1st, 2023, 16:41
Any chance you can add the "Adjustments" from treasure vault to the Rune forge?

dsaraujo
October 2nd, 2023, 23:15
Unfortunately I don't own the Treasure Vault for Fantasy Grounds.

chaosknight199
October 2nd, 2023, 23:38
I see thats fine then I've been making due by creating a rune effect for adjustments instead it works just as well just a bit of extra leg work.

DonE66
November 18th, 2023, 18:08
Can you add the PFRPG2-Legacy ruleset name so that is works in the legacy ruleset now that remaster is out. The remaster uses the PFRPG2 name so no longer loads for legacy ruleset.
Also, are you planning to add Runes from Secrets of Magic?

dsaraujo
November 18th, 2023, 19:18
Added PFRPG2-Legacy support. I'm not planning on adding new features to the extension (including additional rune support) due to the fact that I'm not currently playing with Fantasy Grounds anymore. Might be back in the future. I will still keep to my promise that if the extension breaks and I can't support it, I'll open it to the community.

dsaraujo
November 24th, 2023, 21:37
In 30 minutes this will be 30% off for the Thanksgiving week until Sunday.

Miraclemaker
December 5th, 2023, 12:19
Dammit, missed the discount :((

qbalrog
December 17th, 2023, 21:20
For those PF2E refs who are considering this enhancements, it's must-have for me. A really awesome enhancement. That you Daniel for creating this and continuing to fix bugs!

revanmaster
January 31st, 2024, 03:53
one thing I notice is when using the npc builder the abilities don't have the abilities to set to terrible

dsaraujo
February 1st, 2024, 01:52
I actually need to change the term to attributes instead of abilities, but those only goes from Extreme-High-Moderate and Low (GM Core, p.114). Only Perception and Saves have a Terrible option.

MaxAstro
February 1st, 2024, 05:59
I actually need to change the term to attributes instead of abilities, but those only goes from Extreme-High-Moderate and Low (GM Core, p.114). Only Perception and Saves have a Terrible option.

I'm not sure if this changed in the Remaster, but in the GMG there actually is a "terrible" option, it's just not listed in the table.

Relevant text:


Table 2–1 shows some benchmarks for your creatures. Use high for the creature’s best ability modifiers, moderate for ones they’re okay at, and low for the rest. If a creature has a truly bad ability, you can go as low as –5. That’s the terrible range for ability modifiers, and doesn’t really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for dogs, dolphins, and such) or –5 (for more instinctual animals like spiders), and for mindless creatures, which have a –5 Intelligence modifier.
GMG page 59.

dsaraujo
February 1st, 2024, 21:47
That language is still there, but since it is a fixed value I haven't included on the internal tables. I'll consider to add it the next time I touch that part of the code as it should be simple enough. Thanks revanmaster for the feedback!

webdove
February 10th, 2024, 02:50
I got these errors trying to apply armor potency +1 to breastplate

[2/9/2024 9:43:49 PM] s'button_text_large - DEPRECATED - 2023-05-30 - Use button_text'
[2/9/2024 9:43:49 PM] s'button_text_large - DEPRECATED - 2023-05-30 - Use button_text'
[2/9/2024 9:45:17 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (runeforge.magicitem.baseitems.id-00001.itemtype)
[2/9/2024 9:46:13 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (runeforge.magicitem.runes.id-00001.itemtype)
[2/9/2024 9:46:25 PM] [ERROR] Script execution error: [string "PFRPG2GMEnhancements:..anager_runeforge.lua"]:306: bad argument #1 to 'max' (number expected, got string)
[2/9/2024 9:46:41 PM] [ERROR] Script execution error: [string "PFRPG2GMEnhancements:..anager_runeforge.lua"]:306: bad argument #1 to 'max' (number expected, got string)

dsaraujo
February 11th, 2024, 04:03
I wasn't able to reproduce the issue, but I fixed the DEPRECATED messages and made a small change that could potentially fix the issue. I've uploaded a 1.10.1 version.

webdove
February 11th, 2024, 23:03
Rats. It is an extension conflict. I will have to do a binary search when I have more time.

webdove
February 14th, 2024, 22:53
Rats. It is an extension conflict. I will have to do a binary search when I have more time.

Wow. Just tried it today (1.10.1) without any errors.

mobilnik111
February 16th, 2024, 21:12
Hello there! Do you have any plans on moving it on steam? It's a great addition to toolset that is easy to miss if you only use steam. I'd say a mandatory tool at this point.

dsaraujo
February 16th, 2024, 22:49
This is not a licensed SmiteWorks pack, so it is not published on steam, it is only available via FG Forge.

tytus
March 8th, 2024, 17:21
Morning ... seeing some errors that are showing up after the 4.5 update. Seem to be tied to XP calculations for party size. Some other random stuff .. like the "weak" and "Elite" buttons on NPCs being in an odd place.

[3/8/2024 9:11:07 AM] s'frame_record - DEPRECATED - 2024-03-05'
[3/8/2024 9:11:07 AM] [ERROR] window: No vertical anchor defined for control (npcs) in windowclass (battle)
[3/8/2024 9:11:07 AM] [ERROR] window: Control (label_lv) anchoring to an undefined control (npcframe) in windowclass (battle)
[3/8/2024 9:11:07 AM] [ERROR] window: Control (label_lv) anchoring to an undefined control (npcframe) in windowclass (battle)
[3/8/2024 9:11:34 AM] [ERROR] windowlist: Could not find windowclass ()
[3/8/2024 9:11:34 AM] [WARNING] window: Unable to locate control (label_name) specified in insertbefore attribute for control (label_lv) in windowclass (battle)
[3/8/2024 9:11:34 AM] [ERROR] window: No vertical anchor defined for control (npcs) in windowclass (battle)
[3/8/2024 9:11:34 AM] [ERROR] window: Control (label_lv) anchoring to an undefined control (npcframe) in windowclass (battle)
[3/8/2024 9:11:34 AM] [ERROR] window: Control (label_lv) anchoring to an undefined control (npcframe) in windowclass (battle)
[3/8/2024 9:11:34 AM] [WARNING] buttoncontrol: Could not find normal icon (button_enc_refreshxp) in control (button_refreshxp) in class (battle_header)
[3/8/2024 9:11:34 AM] [WARNING] buttoncontrol: Could not find pressed icon (button_enc_refreshxp_down) in control (button_refreshxp) in class (battle_header)
[3/8/2024 9:11:34 AM] [WARNING] buttoncontrol: Could not find icon (button_enc_refreshxp) in control (button_refreshxp) in class (battle_header)

60053
60054

dsaraujo
March 10th, 2024, 05:24
Working on it. Lots of stuff broke.

Minethulhu
March 10th, 2024, 06:47
Working on it. Lots of stuff broke.

Thank you!

tytus
March 10th, 2024, 07:21
Really not surprised !! Thanks .. its a great extension that makes FGU/PF2 so much easier

Idward
March 11th, 2024, 20:30
NM I see you have a message already about the broken stuff.

dsaraujo
March 12th, 2024, 01:13
Just added version 1.11. Hopefully that would make it playable with no errors at least. I have not extensively tested it, please let me know if that is additional issues.

roshne
April 28th, 2024, 23:48
getting these messages when I open an encounter from the "Encounters" list, and when I open an encounter from "Story"

[4/28/2024 6:36:41 PM] [ERROR] Script execution error: [string "W:battle_header"]:14: attempt to call field 'refreshLevelField' (a nil value)
[4/28/2024 6:36:59 PM] [ERROR] Script execution error: [string "W:battle_header"]:14: attempt to call field 'refreshLevelField' (a nil value)
[4/28/2024 6:37:36 PM] [ERROR] Script execution error: [string "W:battle_header"]:14: attempt to call field 'refreshLevelField' (a nil value)
[4/28/2024 6:37:45 PM] [ERROR] Script execution error: [string "W:battle_header"]:14: attempt to call field 'refreshLevelField' (a nil value)

FWIW: Conflict with another extension: PFRPG2 Random Encounters (https://forge.fantasygrounds.com/shop/items/470/view)

dsaraujo
April 29th, 2024, 02:40
If you use PFRPG2 GM Enhancement, please remove PFRPG2 Random Encounters. It fully supersede it, and will create issues unfortunately, due to my initial design. I could fix it, but that would require significant effort, which can be solved by disabling the free extension. Let me know if the issue persists afterwards and I'll certainly take a look!

Draykor
May 17th, 2024, 16:55
Getting a script error when adding characters to the party sheet. This causes the character to be unaffected by automation. I tested this with only the extension loaded so there is no interference.

dsaraujo
May 17th, 2024, 18:13
Thanks Draykor for the report. I was able to reproduce and fix the issue. I uploaded the version 1.11.1 in the Forge and that should apply in the next update. Let me know if the issue persist!

humby
August 13th, 2024, 22:16
With the new version of Fantasy Grounds and only this extension loaded, nothing happens when you try dragging and dropping an encounter into the list on the XP tab of the Party sheet, nor when clicking the "Award" button for that list. The other list (quest xp) seems to work fine, however.

DonE66
August 15th, 2024, 03:29
It appears that this extension is also breaking the drag and drop of items into a parcel. When you drag and drop an item for the dialog, nothing happens but the item shows it is modified from the drag and drop event. This is pretty critical for us GMs that prepare parcels for rewards in our campaigns to speed things up.

dsaraujo
August 15th, 2024, 05:36
This bug is taking me significant time to fix, I'm sorry. But I'm working on it.

dsaraujo
August 16th, 2024, 05:30
Ok, I think I was able to fix it. It is already updated on the Forge.

DonE66
August 16th, 2024, 13:43
Just tested and all is good. Thanks for the quick fix. What did you find that you needed to change out of curiosity?

dsaraujo
August 17th, 2024, 14:58
I took a while for me to realize I was overriding the LibraryData definition for items (I do that to add the Random Encounter button), and that affected any calls of ItemManager drops (that is why it affected creatures as well). My current fix is a workaround, and I'll have a better solution that should be update proof later when I remember how to manipulate tables and data structures in lua. :)

revanmaster
August 18th, 2024, 20:16
Looks like the extension is throwing a error for fresh character to be added to the party sheet as said in discord

61630

dsaraujo
August 19th, 2024, 03:18
Thanks for the report. This was introduced while I was trying to debug the drag and drop of items and it is now fixed.

Cheers,

mwfantasygrounds
November 14th, 2024, 18:32
The Earn Income box is very difficult to read using the new default Pathfinder 2e template (see attached screenshot)62603

dsaraujo
November 15th, 2024, 06:22
Is this on the test channel? Or you have to select a separate theme?

MaxAstro
November 20th, 2024, 00:32
Should be with no theme selected; it's the new default theme for the ruleset. I don't think it's test channel only anymore.