mccartysr
March 30th, 2022, 18:01
Issue with stable effect applying for third success on death saving throws.
When players roll their own death saving rolls by clicking the button on the charsheet (i.e. not death_auto), and they get their third success, the message is broadcast that the stable effect was applied, but it does not appear on the combat tracker. If the host clicks the button or it is an automatic death roll, which happens on host, the message is displayed and the effect is applied in the combat tracker.
Replication:
On client FG: Set a character to have zero remaining hit points and two successes on death saving throws. Use the charsheet button to roll a third and succeed. You will see a chat message that the stable effect was applied, but it was not.
On host FG: Repeat same steps as above (or use auto death rolls). Except the effect is correctly applied.
No extensions or unzipped rulesets. Using FGU Live.
With some testing, I am not seeing any weirdness by implementing the below fix in ActionSave.onDeathRoll()
(manager_action_save.lua, line 718 in current live version)
EffectManager.addEffect("", "", ActorManager.getCTNode(rSource), aEffect, true);
could be replaced with
EffectManager.notifyApply(aEffect, ActorManager.getCTNodeName(rSource));
Also, if this change is deemed relevant, similar changes should be made for:
-3.5E to manager_actor_35E.applyStableEffect
-PFRPG2 to manager_action_damage.onStabilization
(variable names need to be adjusted)
When players roll their own death saving rolls by clicking the button on the charsheet (i.e. not death_auto), and they get their third success, the message is broadcast that the stable effect was applied, but it does not appear on the combat tracker. If the host clicks the button or it is an automatic death roll, which happens on host, the message is displayed and the effect is applied in the combat tracker.
Replication:
On client FG: Set a character to have zero remaining hit points and two successes on death saving throws. Use the charsheet button to roll a third and succeed. You will see a chat message that the stable effect was applied, but it was not.
On host FG: Repeat same steps as above (or use auto death rolls). Except the effect is correctly applied.
No extensions or unzipped rulesets. Using FGU Live.
With some testing, I am not seeing any weirdness by implementing the below fix in ActionSave.onDeathRoll()
(manager_action_save.lua, line 718 in current live version)
EffectManager.addEffect("", "", ActorManager.getCTNode(rSource), aEffect, true);
could be replaced with
EffectManager.notifyApply(aEffect, ActorManager.getCTNodeName(rSource));
Also, if this change is deemed relevant, similar changes should be made for:
-3.5E to manager_actor_35E.applyStableEffect
-PFRPG2 to manager_action_damage.onStabilization
(variable names need to be adjusted)