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Berwind
April 5th, 2022, 21:39
Current Version: 0.3

Functions like IF: ; and IFT: ; except checks if proceeding conditions are absent.


IFN: condition; - Ignores the remainder of the effect components within the effect label, unless the source actor does not have the specified condition.
IFTN: condition; - Ignores the remainder of the effect components within the effect label, unless the opposing actor does not have the specified condition.


Options
The following is under construction. would not function correctly with multiple targets
Apply IFTN effects with no target - Off by default


Off: Effects proceeding IFTN will not apply effects when no target is selected
On: Effects will apply even if no target is selected




A note about compatability:

any extensions that modify EffectManager5e/manager_effect_5E may have conflicts; please report any found issues in this forum.

Incompatible Extensions:


Fantasy Grounds Ongoing Save Effects by Kent McCullough and Rob Twohy


I am new to LUA and XML writing, so updates/improvements may not happen very often.

The extension is available on Forge (https://forge.fantasygrounds.com/shop/items/591/view).


Changelog:

ver. 0.11 - changed load order to 0 to reduce chance of overriding other extensions and added more appropriate logo.
ver. 0.2 - some redundancy removed from script, load order adjusted to 100, added compatability to Advanced Effects by celestian.
ver. 0.3 - fixed compatability for Advanced Effects by celestian.



for anyone here because of duplicate or disabled file/extensions; please navigate to your FGU data/extensions folder and remove any IF Not-Untrue Effects ext files and run an update.
The current file should be named: IF_NOT-untrue_effects_berwind.ext and the extension menu name is Feature: Untrue Effects

MeAndUnique
April 6th, 2022, 23:45
Very nice! Thanks for the contribution!

daddyogreman
April 7th, 2022, 18:10
Nice! Welcome to the community! If you want, there's a Discord server with a few of us that are writing free/open source extensions and the like for Fantasy Grounds. There's only ten of us in there, but there's some heavy contributors such as bmos, Kelrugem, MeAndUnique, Saagael and others. All are welcome! And if you so choose, you could host or share your repo with the group so others could help contribute. I promise you'll get food information and advice from these folks - they've been awesome to collaborate/learn from.

https://discord.gg/qpCeDvekKa

MeAndUnique
April 7th, 2022, 20:39
Not that the food is necessarily that good. But hey, free is free ;)

daddyogreman
April 7th, 2022, 20:52
Not that the food is necessarily that good. But hey, free is free ;)

I've learned a bunch from you guys, just sitting in there and reading. And all the help when I post a question has been awesome.

Alanrockid
April 8th, 2022, 16:11
I'm also learning LUA (mainly to build my own extensions) though i am a absolute begginer. Have you tried the merge rules to merge your script with the existing file? Could this be used to increase compatibility with other extensions, maybe?

Check this link: https://www.fantasygrounds.com/forums/showthread.php?19530-Ruleset-layering-summary

Berwind
April 8th, 2022, 16:20
I'm also learning LUA (mainly to build my own extensions) though i am a absolute begginer. Have you tried the merge rules to merge your script with the existing file? Could this be used to increase compatibility with other extensions, maybe?

Check this link: https://www.fantasygrounds.com/forums/showthread.php?19530-Ruleset-layering-summary

Funnily enough, MeAndUnique just brought that up to me in Discord this morning. I was hoping to look into it next week, but for now I'm going to be lowering the loadorder to help lower the chance of my script overriding another.

Until major improvements are made, I would rather my script be overrode instead of causing another script to not function properly.

MrDDT
April 11th, 2022, 04:01
Thanks for this EXT very useful, pretty much a must have.

Berwind
April 17th, 2022, 00:02
Everything seemed to work well testing in my game, so I've added the update.

ver. 0.2 - some redundancy removed from script, load order adjusted to 100, added compatability to Advanced Effects by celestian. Added an option in menu to apply effects from IFTN without a target.

Berwind
April 17th, 2022, 09:40
New menu option to apply IFTN effects without target is not functioning fully as expected, I have disabled it for the time being.

Thanks to Kelgrugem for pointing this out.

Fingersome
June 25th, 2022, 18:52
When playing with the Kingdoms and Warfare extension, I have found that whenever a creature uses an ability that applies the Recharge effect such as the giant spider's Web ability, or a red dragon's Fire Breath attack, it causes an exception when the effect would normally cause the dice to be rolled to check if the ability recharges.

I've also noticed after this exception occurs, that new effects cannot be applied to any token or entry in the combat tracker, and effects that were already applied to creatures in the initiative order seem not to function as intended, or sometimes at all. Exiting back to the launcher and relaunching the game fixes this until another Recharge is provoked.

Apparently after trial and error, I tracked this bug down to a conflict between your extension and Kingdoms and Warfare. https://github.com/MCDMFG/KingdomsAndWarfare/wiki

MeAndUnique
June 28th, 2022, 08:34
When playing with the Kingdoms and Warfare extension, I have found that whenever a creature uses an ability that applies the Recharge effect such as the giant spider's Web ability, or a red dragon's Fire Breath attack, it causes an exception when the effect would normally cause the dice to be rolled to check if the ability recharges.

I've also noticed after this exception occurs, that new effects cannot be applied to any token or entry in the combat tracker, and effects that were already applied to creatures in the initiative order seem not to function as intended, or sometimes at all. Exiting back to the launcher and relaunching the game fixes this until another Recharge is provoked.

Apparently after trial and error, I tracked this bug down to a conflict between your extension and Kingdoms and Warfare. https://github.com/MCDMFG/KingdomsAndWarfare/wiki

When testing in a clean campaign with only Kingdoms and Warfare and Untrue Effects loaded I am unable to reproduce any error. I have used both the Adult Red Dragon and Giant Spider from the SRD.

Can you verify that both extensions are up to date? Also, depending on how long you've had Untrue Effects, it had a file rename early on that could be confounding things; deleting and re-updating FG would clear that up. If not, specific steps taken to generate the error in a fresh campaign, as well as the error text would be very helpful in attempting to resolve this issue.

Berwind
June 28th, 2022, 23:10
When playing with the Kingdoms and Warfare extension, I have found that whenever a creature uses an ability that applies the Recharge effect such as the giant spider's Web ability, or a red dragon's Fire Breath attack, it causes an exception when the effect would normally cause the dice to be rolled to check if the ability recharges.

I've also noticed after this exception occurs, that new effects cannot be applied to any token or entry in the combat tracker, and effects that were already applied to creatures in the initiative order seem not to function as intended, or sometimes at all. Exiting back to the launcher and relaunching the game fixes this until another Recharge is provoked.

Apparently after trial and error, I tracked this bug down to a conflict between your extension and Kingdoms and Warfare. https://github.com/MCDMFG/KingdomsAndWarfare/wiki

Sorry for the delay, my priorities have been away from FG modding for a bit.

Can you confirm that you have checked everything MeAndUnique has mentioned?:
Updating both extensions*, creating a brand new campaign to test

*(Navigate to your extensions folder, if you see two different Untrue Effects files, delete both and update FG)

If so and as MeAndUnique again mentioned, provide specific steps taken to help me reproduce the bug. A screenshot or log of the error on top of this would be very helpful.

plap3014
June 29th, 2022, 01:12
hi, any one have some exemple for 5e content? just to make sur i understand before get it.

regards

Berwind
June 29th, 2022, 02:23
hi, any one have some exemple for 5e content? just to make sur i understand before get it.

regards

Hey plap, the extension was created for 5E D&D, there is an attatchment on the main forum page.

Also pasting it here for your convenience.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=52306&d=1649190973

Fingersome
June 29th, 2022, 07:07
When testing in a clean campaign with only Kingdoms and Warfare and Untrue Effects loaded I am unable to reproduce any error. I have used both the Adult Red Dragon and Giant Spider from the SRD.

Can you verify that both extensions are up to date? Also, depending on how long you've had Untrue Effects, it had a file rename early on that could be confounding things; deleting and re-updating FG would clear that up. If not, specific steps taken to generate the error in a fresh campaign, as well as the error text would be very helpful in attempting to resolve this issue.

I'm *fairly* certain both extensions are up to date, since I acquired both through Forge, so there is no reason they shouldn't be.
When you say delete and re-update Fantasy Grounds, you mean the entire program? I'm sure I could do that, but i'd need to back up a few things.

I've tried it in a fresh campaign using only those extensions, which seems to suggest that it is due to the file renaming you mention.
I've generated logs of the error, though i'm not sure which ones are important, this one seems to contain the actual exception...? https://pastebin.com/YRg6pAuD

MeAndUnique
June 29th, 2022, 15:25
I'm *fairly* certain both extensions are up to date, since I acquired both through Forge, so there is no reason they shouldn't be.
When you say delete and re-update Fantasy Grounds, you mean the entire program? I'm sure I could do that, but i'd need to back up a few things.

I've tried it in a fresh campaign using only those extensions, which seems to suggest that it is due to the file renaming you mention.
I've generated logs of the error, though i'm not sure which ones are important, this one seems to contain the actual exception...? https://pastebin.com/YRg6pAuD

No need to reinstall all of FG, just the Untrue Effects extension (assuming that is the case). Click the folder icon in the top-left of the FG Launcher to open your FG data folder, and then go to "extensions" from there.

Necessarius
July 18th, 2022, 00:21
I heard it may be possible to use this effect to create an armor with the following effect:

"A creature that grapples you or you grapple takes 1d4 piercing damage at the start of your turns"

I understand just about everything about this except for how to make this effect last until the grapple/grappled condition is dropped. do you think it's possible? I am using stuff like Equipped Effects, Automatic Effects, Advanced Effects, Kit'N'Kaboodle and all the others in that similar vein

MrDDT
July 18th, 2022, 00:40
I don't think you need to use this EXT for what you looking to do, this is for the use of the other way around.

You want something like.

Spikey Armor; IF: CUSTOM(Grappled); DMGO: 1d4 piercing
- Use this onto the target that you are grappling.

Spikey Armor; DMGO: 1d4 piercing
-Use this onto the target that is grappling you.


Personally, I would use the second one for both cases. Just remove it once you remove grapple.

MrDDT
July 31st, 2022, 21:25
I'm noticing this ext is conflicting with Advanced Effects EXT which causing Advanced Effects to not use the "ACTION ONLY" triggering on item, it will apply it to the creature/pc in all cases instead of when only using that item/weapon.

You can hit me up on discord if you would like.

BronzeDodger
August 17th, 2022, 06:39
Random find: had a creature with a breath weapon (with the recharge effect) in the CT. If the breath weapon was available, while using the down-arrow to move through CT entries, all was well. But if the ability was used, needing a recharge roll when INIT arrived on its CT entry, it would throw an error (not there when extension was disabled).

Script execution error: [string "scriptsmanager_effect_untrue.lua"]: 78: attempt to call global 'applyRecharge' (a nil value)

Berwind
August 21st, 2022, 05:18
Sorry, focus has been away from forum for a while as I've been prepping for running a new system.


Random find: had a creature with a breath weapon (with the recharge effect) in the CT. If the breath weapon was available, while using the down-arrow to move through CT entries, all was well. But if the ability was used, needing a recharge roll when INIT arrived on its CT entry, it would throw an error (not there when extension was disabled).

Script execution error: [string "scriptsmanager_effect_untrue.lua"]: 78: attempt to call global 'applyRecharge' (a nil value)

I am still unable to reproduce this issue with recharging, are there any other extensions that you are running that may be causing a conflict; and are you using the most up-to-date version of the extension?

Berwind
August 21st, 2022, 19:02
The following changes have been made in version 0.3:

improved compatability with Advanced Effects


Thank you to those in the Fantasy Grounds Unoffical Developer's Guild.

0m0n
October 28th, 2022, 06:12
The apply recharge error is an interaction between Untrue effects and ongoing save effects by Kent McCullough https://www.fantasygrounds.com/forums/showthread.php?56702-5E-Ongoing-Save-Effects

I was able to reproduce by having only these two extension active. Only happens if both are active not just one

Script execution error: [string "..rue_effects_berwind:..r_effect_untrue.lua"]:84: attempt to call global 'applyRecharge' (a nil value)

Berwind
November 15th, 2022, 19:01
The apply recharge error is an interaction between Untrue effects and ongoing save effects by Kent McCullough https://www.fantasygrounds.com/forums/showthread.php?56702-5E-Ongoing-Save-Effects

I was able to reproduce by having only these two extension active. Only happens if both are active not just one

Script execution error: [string "..rue_effects_berwind:..r_effect_untrue.lua"]:84: attempt to call global 'applyRecharge' (a nil value)

I'm sorry to say, this is something that I will likely not touch in a timely manner.
I do not have access to that extension as I use an alternative extension called Better Combat Effects. I would be more willing to make a patch if they did not charge for their extension as it would require me to salvage some of their code, I'm not comfortable borrowing from a paid extensions code. The only thing left for me to do is try to gain more experience in creating extensions to make my script more my own and less volatile.

TL;DR: I need to do a complete rewrite and I'm very inexperienced.