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View Full Version : Close Encounters (Multiple Rulesets)



Saagael
April 22nd, 2022, 21:55
Forge Link: https://forge.fantasygrounds.com/shop/items/618/view

Current Version: 2.0.6
Supported Rulesets: D&D 3.5e, 4e, 5e, Pathfinder 1e, 2e, and Starfinder

Close Encounters adds a new "Target" action type to PC spells and powers, which you add by right-clicking powers/spells on the PC sheet, the same as adding an attack roll, damage roll, heal, effect, etc.

The target action has two properties that you can set: radius and faction. Radius is the range in which actors are targeted. Faction will limit the action to targeting only actors matching the specified faction. For example, in D&D 5e, a radius of 30 feet with a faction of "Enemies" will target all actors within 30 feet of the PC whose faction is set to 'foe' (Red on the combat tracker).

To make things even easier to use, when a PC uses the target action the extension will save all targets that PC already has prior to executing the action. Then, when the action is performed a second time the extension restores the saved targets. But only that, but when a PC ends their turn, if they have any targets saved by the target action (because they used the action on their turn) the extension will restore the saved targets automatically. In this way all a player has to do is click the Target action, click their saving throw, effect, or other action targeting everyone around them, then end their turn. There is a game option setting to disable restoring targets on turn end (default is on).

Updates
v2.0.6 - Updated action compatibility.
v2.0.4 - Updated to be compatible with Capital Gains
v2.0.3 - Fixes and updates
v2.0.0 - Updated to work with the Feb 2023 FG ruleset updates.
v1.1.5 - Fixed issue when using pathfinder 2e that was causing the 'apply all effects' action but to not work.
v1.1.3 - Fixed issue when using 3.5, pathfinder, or pathfinder 2e where action tooltips were being hidden.
v1.1.1 - Moved the action to the top of the radial menu for better compatibility with other extensions.
v1.1.0 - The action button now changes to reflect when you have targets saved so that players are better informed about how the extension is working. Additionally, if the target action is taken and targets are saved, the saved targets are displayed on the action line in the form of the targets' tokens.
v1.0.0 - Initial release

Known Compatibility Issues
* As of Feb 2023, due to how new actions are registered you may find that some extensions overwrite each others' actions. This is a limitation of the base system and there is very little extension developers can do to make sure that we all play nicely together. This is much more likely to occur the more extensions you have that add new action types.
* Potential issues with Advanced Effects

kevininrussia
May 2nd, 2022, 05:07
Great extension!

I ran into in issue testing with 4e ruleset.

Testing as GM.
Selecting the casting character, the extension works correctly as shown below:

https://i.imgur.com/ZmgVIHX.png

But if another character is selected on the map, then the caster applies "Close Encounters" the selected character is not added to the targets.

https://i.imgur.com/86hueeH.png

Thanks for the 4E support!

Saagael
May 2nd, 2022, 05:22
Testing as GM.
Selecting the casting character, the extension works correctly as shown below:

But if another player is selected on the map, then the caster applies "Close Encounters" the selected character is not added to the targets.

Thanks for checking it out!

I've tried recreating this and haven't been able to so far. When I use the target action all allies within range are targeted as expected whether I've got another token selected or not. Normal testing questions

Do you have other extensions loaded?
What version of FG are you on?
In the second scenario where the action is failing, are you performing the action as the GM, or as a connected player?

The checks that the extension goes through to determine which targets to select are thus:
* Is the target within range?
* Does the target have a combat tracker entry?
* Does the target match the action's faction filter?
* Is the target visible?

Does the selected token pass all those checks for your setup? It looks like they do but just want to check.

Barring all that, if you upload the campaign I can see if I can reproduce it on my end.

kevininrussia
May 2nd, 2022, 19:02
I have checked again with new 4E campaign.

No other extensions loaded.
Latest version of FG (updated as of today).
Performing action as GM.

Test Campaign is attached.

To test
1. I have created two Burst Size 3 for Beacon of Hope on Cleric Garaele. One for Enemies, one for Allies.
2. With Garaele selected, using the burst target for Enemies or Allies will target them correctly.
3. Clear Garaele's targets.
4. Select one of the Allies (Thava) on the map by clicking on (Thava) token. Now select the Close Encounters target icon for Allies on Garaele's power Beacon of Hope.
5. Thava will not be targeted but the other ally in range will be.

This process works the same with Enemies.

Thanks!

Saagael
May 2nd, 2022, 19:10
I have checked again with new 4E campaign.

No other extensions loaded.
Latest version of FG (updated as of today).
Performing action as GM.

Test Campaign is attached.

Thanks for the info. With your campaign I can reproduce this issue, and will be debugging it to see what's going on.

Saagael
May 2nd, 2022, 19:42
No other extensions loaded.
Latest version of FG (updated as of today).
Performing action as GM.

So I've narrowed down the issue to Line of Sight on maps. If line of sight is enabled, then the isVisible flag on tokens will always be false if that token is selected, even if that token is otherwise visible. This feels like a bug in FG, but I don't know for sure.

Obviously the safest workaround is to disable line of sight on maps, or refrain from using the action while you have other tokens selected. Until I know what the intended behavior is I can't issue a fix for this.

MeAndUnique
May 2nd, 2022, 20:32
So I've narrowed down the issue to Line of Sight on maps. If line of sight is enabled, then the isVisible flag on tokens will always be false if that token is selected, even if that token is otherwise visible. This feels like a bug in FG, but I don't know for sure.

Obviously the safest workaround is to disable line of sight on maps, or refrain from using the action while you have other tokens selected. Until I know what the intended behavior is I can't issue a fix for this.

Could check the selected status of a token as well as its visibility? I don't think a player could ever have a token selected that isn't visible to them.

Saagael
May 2nd, 2022, 20:41
Could check the selected status of a token as well as its visibility? I don't think a player could ever have a token selected that isn't visible to them.

That could work. There's edge case where the token is intentionally invisible, but because the GM has it selected it will target anyway, but that would require a very weird circumstance to even get to that point: the GM using the action from a PC sheet while selecting another invisible token. I'll try it out. Normally players can't select any tokens they don't own (even other PCs) unless the party vision and movement option is enabled, so this is almost exclusively a GM issue.

kevininrussia
May 3rd, 2022, 02:18
Players could run into this targeting issue if they are controlling NPC's or pets using extensions like Cohorts and Companions or Friend Zone. I'll try to test it later.

crossbow57
May 8th, 2022, 00:11
I'm hitting an issue specifically with the Spell Action Info extension. When this extension is enabled, I do not see the "burst" action choice in the right-click radial menu. When I disable this extension, it appears.

Interestingly, any burst actions that I create when the Spell Action Info extension is disabled will remain in the spell actions after the fact, I just can't get the option to create more bursts with the radial menu.

The Spell Action Info extension is credited to Zarestia, in case that is helpful.

Saagael
May 8th, 2022, 00:35
I'm hitting an issue specifically with the Spell Action Info extension. When this extension is enabled, I do not see the "burst" action choice in the right-click radial menu. When I disable this extension, it appears.

Interestingly, any burst actions that I create when the Spell Action Info extension is disabled will remain in the spell actions after the fact, I just can't get the option to create more bursts with the radial menu.

The Spell Action Info extension is credited to Zarestia, in case that is helpful.

Do you have any other extensions loaded? I just grabbed Spell Action Info and it seems to work fine for me. I'm running the latest version of each (3.4 of spell action info)

Saagael
May 8th, 2022, 01:18
Players could run into this targeting issue if they are controlling NPC's or pets using extensions like Cohorts and Companions or Friend Zone. I'll try to test it later.

I was able to find a fix for this and have a build waiting for approval on the Forge. If you need the extension sooner than that, you can download the latest from my github (https://github.com/Gtaray/CloseEncounters/releases/download/v1.1.2/CloseEncounters.ext).

crossbow57
May 8th, 2022, 05:14
Ohh, I was hoping to avoid this question. haha. I'm running pretty much every extension made for PFRPG, so this is self-inflicted. If you are seeing it work on its own, then I've got something buried in the pile. I'll try to narrow it down. Thank you for the reply.

Saagael
May 8th, 2022, 06:56
Ohh, I was hoping to avoid this question. haha. I'm running pretty much every extension made for PFRPG, so this is self-inflicted. If you are seeing it work on its own, then I've got something buried in the pile. I'll try to narrow it down. Thank you for the reply.

I was testing with 5e, not pathfinder so that might be part of it. I'll test again tomorrow.

Saagael
May 8th, 2022, 16:40
Ohh, I was hoping to avoid this question. haha. I'm running pretty much every extension made for PFRPG, so this is self-inflicted. If you are seeing it work on its own, then I've got something buried in the pile. I'll try to narrow it down. Thank you for the reply.

Just checked out the pathfinder code for Spell Action Info and I see that that extension is squashing my changes to the spell's radial menu, which is why the new option is not showing up. I've attached a modified version of Spell Action Info that's compatible with Close Encounters, but it'll be on the extension author of SAI to add update the Forge version with compatibility changes.

TheElectricCity
May 20th, 2022, 04:56
Hi, I'm running into an issue with this extension in the PF2e ruleset. Basically, it stops the tooltips on the other Spell Actions (Cast, Damage, Heal, Effect) from showing up. I only see the tooltip on the Target Action.

Saagael
May 20th, 2022, 16:20
Hi, I'm running into an issue with this extension in the PF2e ruleset. Basically, it stops the tooltips on the other Spell Actions (Cast, Damage, Heal, Effect) from showing up. I only see the tooltip on the Target Action.

Thanks for the feedback! Version 1.1.3 is now available and it fixes this issue.

TheElectricCity
May 24th, 2022, 22:54
Thanks for the feedback! Version 1.1.3 is now available and it fixes this issue.

Thanks for providing a fix for this! I have run into another issue with the PF2e ruleset and the Close Encounters extension. It seems to be causing an issue with the "Apply all effects of the spell" button. The intended functionality is that you can trigger saving throws from a target, and then press the "apply all" button to apply the correct effect to the targets based on the result. With this extension enabled, its seems I can't apply the effects with that button anymore.

Saagael
May 25th, 2022, 02:24
Thanks for providing a fix for this! I have run into another issue with the PF2e ruleset and the Close Encounters extension. It seems to be causing an issue with the "Apply all effects of the spell" button. The intended functionality is that you can trigger saving throws from a target, and then press the "apply all" button to apply the correct effect to the targets based on the result. With this extension enabled, its seems I can't apply the effects with that button anymore.

Apologies for the issues as because I don't play pathfinder, so I'm not familiar with the complexities of the ruleset. I've uploaded a new build that fixes this problem I think. I'm not familiar with how the 'apply all effects' button works, but it was certainly doing something when I clicked it :D

TheElectricCity
May 25th, 2022, 03:48
Apologies for the issues as because I don't play pathfinder, so I'm not familiar with the complexities of the ruleset. I've uploaded a new build that fixes this problem I think. I'm not familiar with how the 'apply all effects' button works, but it was certainly doing something when I clicked it :D

Thanks for providing such a quick response. Unfortunately the issue persists. The Apply-all is doing something now, but not the intended thing

To give you a quick overview of how the button is supposed to work, I'll use the Fear spell https://2e.aonprd.com/Spells.aspx?ID=110

So in PF2e a spell will often have 4 effects depending on the targets saving throw result. In Fears case, a successful save inflicts the Frightened 1 condition on them. A failed save inflicts inflicts the Frightened 2 condition. A critical failure inflicts the Frightened 3 condition.

In fantasy grounds, after each creature makes it saving throw, I can hit the Apply All button and it will run through all the targets and apply the correction condition to them as determined by the result of the saving throw.

The new build you just uploaded seems to make the Apply-all button perform the saving throw, but it doesn't apply the effects afterwards. To be clear, the intended functionality in the base ruleset is that the creature makes the save first, and then you use the Apply-all button to apply the correct condition based off the result. It shouldn't actually be making the saving throw at all.

Saagael
May 25th, 2022, 04:07
Thanks for providing such a quick response. Unfortunately the issue persists. The Apply-all is doing something now, but not the intended thing

Thanks for the details, and I'll take another look at it tomorrow. Do you have a campaign you can upload for me to test with? Something that has a character with a power set up to use the feature? That way I can make sure it's my own set up that's causing problems.

TheElectricCity
May 25th, 2022, 07:13
Sure thing! When I was trying to isolate which extension was causing the issue, I made a test campaign and imported a Bard into the campaign for testing purpose. I hope that'll be sufficient?

Saagael
May 25th, 2022, 15:52
Sure thing! When I was trying to isolate which extension was causing the issue, I made a test campaign and imported a Bard into the campaign for testing purpose. I hope that'll be sufficient?

Thank you! With your help I've uploaded a new build that returns the intended functionality to the all effects button.

TheElectricCity
May 25th, 2022, 17:42
Amazing! Thank you so much!

timberbeast
June 20th, 2022, 16:28
Not sure, but there seems to be a conflict with the Spell Action Info extension (by Zarestia). When I have both running, the radial menu option from Close Encounters to add the spell targeting button is missing. Also, if I just have Close Encounters running and add the targeting option to a spell, then turn on the Spell Action Info extension, the radial option disappears, but the added targeting line stays.

53244

I posted in the other forum as well.

Saagael
June 20th, 2022, 16:31
Not sure, but there seems to be a conflict with the Spell Action Info extension (by Zarestia). When I have both running, the radial menu option from Close Encounters to add the spell targeting button is missing. Also, if I just have Close Encounters running and add the targeting option to a spell, then turn on this extension, the radial option disappears, but the added targeting line stays.

53244

I posted in the other forum as well.

This is a known compatibility issue that stems from SAI overwriting the action's script, which I talk about in this post here (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)&p=649742&viewfull=1#post649742).

Zarestia
June 21st, 2022, 23:05
This is a known compatibility issue that stems from SAI overwriting the action's script, which I talk about in this post here (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)&p=649742&viewfull=1#post649742).

This is now fixed from my side. I only just read of the problem today in my thread. Please let me know directly if there's a incompatibility next time :)

timberbeast
July 2nd, 2022, 01:56
This is now fixed from my side. I only just read of the problem today in my thread. Please let me know directly if there's a incompatibility next time :)

Works great now, thanks!

Retch
July 6th, 2022, 17:32
I am posting this to both the NPC upgrade (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension/page12) post and the close encounters (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)/page3) post so both creators know.

I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.

53444

and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.

53445

thanks

Saagael
July 6th, 2022, 17:38
I am posting this to both the NPC upgrade (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension/page12) post and the close encounters (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)/page3) post so both creators know.

I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.

53444

and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.

53445

thanks

I responded in the NPC Action thread. I'm pretty sure this is something that bmos will have to change in NPC Actions.

wframe
July 24th, 2022, 16:43
Hi,

This doesn't seem to work for me at all. 5e, latest ruleset updates. Attached is a screenshot. I set up a Burst size of 10 for "Radiant Consumption". When I click the "burst size" button, nothing happens. I made sure the character's token is selected. I never see any targeting happen and if I click the damage, it doesn't apply to anyone (because no one is targeted). I created the action a second time to verify, but it just doesn't seem to work.

I have other extensions, but none of the ones with known conflicts.

Saagael
July 24th, 2022, 17:03
Hi,

This doesn't seem to work for me at all. 5e, latest ruleset updates. Attached is a screenshot. I set up a Burst size of 10 for "Radiant Consumption". When I click the "burst size" button, nothing happens. I made sure the character's token is selected. I never see any targeting happen and if I click the damage, it doesn't apply to anyone (because no one is targeted). I created the action a second time to verify, but it just doesn't seem to work.

I have other extensions, but none of the ones with known conflicts.

It's probably an unknown conflict then. Can you list out what extensions you're using?

wframe
July 24th, 2022, 17:09
It's probably an unknown conflict then. Can you list out what extensions you're using?

5e - Advanced Effects
5e - Advantage Display
5e - Auto Encumberance
5e - Automatic Death Resistance
5e - Automatic Flanking and Range
5e - Automatic Mirror Image
5e - Automatic Sneak Attack
5e - Generic Actions FGU
5e - Indicators
5e - Ongoing Saves
5e - Polymorphism FGU
5e - Turn Based Effects
5e - Equipped Effects FGU
5e - Modifier Buttons A
Attack Rolls Fonts and Icons
Clear Dead
CoreRPG - Combat Highlighter
D&D Curse of Strahd Desktop Decals
Feature: Aura Effects
Feature: Better Combat Effects
Feature: Big Portraits
Feature: Close encounters
Feature: Constitutional Amendments
Feature: CT Open on Turn
Feature: D&D official language font
Feature: Friend Zone
Feature: Inventory Search
Feature: Party item identified
FEature: Size Matters
Feature: StealthTracker
Feature: Token Height Indication
Requested Rolls
Select on Turn
Theme: Curse of Strahd

Saagael
July 24th, 2022, 17:26
I've identified a conflict with Advanced Effects. Not to say that's the only conflict, but it's the one I found. There's quite a few extensions in that list that are vaulted or paid for, which of course I can't look at the source code for to identity a fix for.

I've posted a reply on the thread for Advanced Effects.

Other extensions on this list that might cause issues (based only on the name alone)
* Generic Actions FGU
* Polymorphism FGU

You might try just loading Close Encounters with each of these to see if they also break things.

wframe
July 24th, 2022, 17:28
I've identified a conflict with Advanced Effects. Not to say that's the only conflict, but it's the one I found. There's quite a few extensions in that list that are vaulted or paid for, which of course I can't look at the source code for to identity a fix for.

I've posted a reply on the thread for Advanced Effects.

Other extensions on this list that might cause issues (based only on the name alone)
* Generic Actions FGU
* Polymorphism FGU

You might try just loading Close Encounters with each of these to see if they also break things.

Thanks. I'll play around with it and let you know if I figure out which one. I honestly need Advanced effects, so that would be an issue (I know this is beyond your control). The other two are optional, depending on the game I'm running and what the players are playing.

Saagael
July 24th, 2022, 17:37
Thanks. I'll play around with it and let you know if I figure out which one. I honestly need Advanced effects, so that would be an issue (I know this is beyond your control). The other two are optional, depending on the game I'm running and what the players are playing.

Good news, I was able to get CE working with advanced effects. I only tested the CE action button and it worked, so there might be other issues that arise as you use it, but I think it'll be fine. This update is live so updating FG will get you the fixed version.

wframe
July 24th, 2022, 17:38
Good news, I was able to get CE working with advanced effects. I only tested the CE action button and it worked, so there might be other issues that arise as you use it, but I think it'll be fine. This update is live so updating FG will get you the fixed version.

Oh man. That's awesome. Thanks for the quick work! I'll test it out and let you know.

wframe
July 24th, 2022, 17:53
Good news, I was able to get CE working with advanced effects. I only tested the CE action button and it worked, so there might be other issues that arise as you use it, but I think it'll be fine. This update is live so updating FG will get you the fixed version.

It's working! You are a stud! Thank you.

Edit: I still have Polymorphism and Generic Actions enabled, too.

mattekure
August 1st, 2022, 18:30
This extension conflicts with Diablobobs Critically Awesome Essentials extension due to the button being in the same location across both extensions.

Saagael
August 1st, 2022, 18:34
This extension conflicts with Diablobobs Critically Awesome Essentials extension due to the button being in the same location across both extensions.

I can try to make them compatible but because that extension is paid my options are very limited as I can't look at the code.

mattekure
August 1st, 2022, 18:40
I can try to make them compatible but because that extension is paid my options are very limited as I can't look at the code.

the only issue I saw was the position of the button. clicking the targeting button opened up the CAE token window.

wframe
February 24th, 2023, 15:21
Good day,

As of the most recent FGU and ruleset updates, I'm getting an error when I try to create an "add target action" on the character sheet. "Script execution error: [string "CloseEncounters:..5e/scripts/power_item.lua"]24: attempt to call field 'createAction' (a nil value).

Thanks.

Saagael
February 24th, 2023, 15:38
Good day,

As of the most recent FGU and ruleset updates, I'm getting an error when I try to create an "add target action" on the character sheet. "Script execution error: [string "CloseEncounters:..5e/scripts/power_item.lua"]24: attempt to call field 'createAction' (a nil value).

Thanks.

Yup, the new update requires me to basically rewrite the entire extension, so I'll be doing that as I have time.

wframe
February 24th, 2023, 15:39
Yup, the new update requires me to basically rewrite the entire extension, so I'll be doing that as I have time.

Thanks. It's a great extension and I use it a lot. I was really bummed when I saw that the update broke it.

Urheil
March 1st, 2023, 02:58
I was trying to make the extension work, but then i read the post... i'll be waiting for the fix!

Saagael
March 1st, 2023, 16:25
New version - v2.0.0

Updated to support the Feb 2023 base ruleset changes. Be aware that I don't play all of the systems that Close Encounters supports so you may run into issues that my testing didn't catch. As always post bugs here so I can fix them.

IMPORTANT NOTE: Due to how the Feb 2023 ruleset changes are structured, you may run into issues if you have multiple extensions that all add custom actions. The more of these extensions you have loaded, the more likely you are to see extension incompatibilities and errant behavior.

Urheil
March 2nd, 2023, 23:21
New version - v2.0.0

Updated to support the Feb 2023 base ruleset changes. Be aware that I don't play all of the systems that Close Encounters supports so you may run into issues that my testing didn't catch. As always post bugs here so I can fix them.

IMPORTANT NOTE: Due to how the Feb 2023 ruleset changes are structured, you may run into issues if you have multiple extensions that all add custom actions. The more of these extensions you have loaded, the more likely you are to see extension incompatibilities and errant behavior.

Hi!
Justj updated.

PFRPG1, yours the only extension.

I was able to add the target action, but while the button changed the faction, the description in the character sheet and effective selection of the targets were only for enemies.

Urheil
March 10th, 2023, 01:03
New version - v2.0.0

Updated to support the Feb 2023 base ruleset changes. Be aware that I don't play all of the systems that Close Encounters supports so you may run into issues that my testing didn't catch. As always post bugs here so I can fix them.

IMPORTANT NOTE: Due to how the Feb 2023 ruleset changes are structured, you may run into issues if you have multiple extensions that all add custom actions. The more of these extensions you have loaded, the more likely you are to see extension incompatibilities and errant behavior.

Hi Saagael, please let me know when you fix the issue. Thanks

Saagael
March 10th, 2023, 01:11
Hi Saagael, please let me know when you fix the issue. Thanks

Will do. I've been short on time this week, but I plan on looking at it this weekend.

Saagael
March 11th, 2023, 16:16
Hi Saagael, please let me know when you fix the issue. Thanks

Version 2.0.2 is up on the forge and fixes this issue.

wframe
March 17th, 2023, 15:43
Hello. As of 2.0.2, I'm getting the following error in chat and the console (attached).

The only other extensions that I have that modify anything about the Actions tab are: 1) Generic Actions and 2) Ammo Manager

56734

Edit: I tested disabling both Generic Actions and Ammo Manager, as well as Winnowing Pursuits. The error persisted. The only thing that gets rid of this error is disabling Close Encounters extension for me.

Saagael
March 17th, 2023, 15:53
Hello. As of 2.0.2, I'm getting the following error in chat and the console (attached).

The only other extensions that I have that modify anything about the Actions tab are: 1) Generic Actions and 2) Ammo Manager

56734

Edit: I tested disabling both Generic Actions and Ammo Manager, as well as Winnowing Pursuits. The error persisted. The only thing that gets rid of this error is disabling Close Encounters extension for me.

Build submitted to remove the text in chat. That warning in the console is not from Close Encounters though, CE doesn't have a control named 'filter_lbl'

wframe
March 17th, 2023, 15:55
Build submitted to remove the text in chat. That warning in the console is not from Close Encounters though, CE doesn't have a control named 'filter_lbl'

I'm sure you're right. I never actually double-checked the console after disabling Close Encounters. That's not the kind of error that pops the console out, so it's not an issue. I just checked the console when I saw the text in chat and assumed they were related.

Love the extension. Thanks!

anstett
March 17th, 2023, 18:40
I had thought I knew of this extension, and sure enough when I go to the Forge it is on my list of owned. But it does not show up on the list of extensions to load. Double checked and yes it is downloaded into the extension folder but it does not show up on the launcher.

Fully updated as of today's updates, running 2e rule set.

Thanks,

Saagael
March 17th, 2023, 18:44
I had thought I knew of this extension, and sure enough when I go to the Forge it is on my list of owned. But it does not show up on the list of extensions to load. Double checked and yes it is downloaded into the extension folder but it does not show up on the launcher.

Fully updated as of today's updates, running 2e rule set.

Thanks,

I haven't enabled support for it with 2e, which would be why it's not showing up. If you had been able to run it before then that's a bug with FG, because it currently doesn't list support for 2e.

anstett
March 18th, 2023, 13:56
I do not think I ever enabled it. I put in the list so that if it ever does get an update for that ruleset I will have it ready to go. :)

YamiVegeta
April 3rd, 2023, 14:15
Please pardon me if this isn't the right place to ask, but is there anyway to have the radius start on an enemy space rather than the PC?
Around the PC is great for Channeling and such but I was hoping to find a way to do it for splash damage ie. an Alchemists bombs kinda thing?

Saagael
April 3rd, 2023, 14:40
Please pardon me if this isn't the right place to ask, but is there anyway to have the radius start on an enemy space rather than the PC?
Around the PC is great for Channeling and such but I was hoping to find a way to do it for splash damage ie. an Alchemists bombs kinda thing?

That's a cool idea, but unfortunately that's not currently in the extension

Ulric
April 9th, 2023, 02:08
I'm using the Starfinder ruleset and I am getting this console error when the Close Encounters extension is the only extension running. [4/8/2023 6:50:26 PM] [ERROR] Script execution error: [string "CoreRPG:..pts/manager_power_action_core.lua"]:14: attempt to call field 'calcNextActionTypeOrder' (a nil value)

I deleted your extension from the vault and updated and tested a second time and still got the same console error.

Thank you in advance for supporting the Starfinder ruleset!

Saagael
April 9th, 2023, 02:19
I'm using the Starfinder ruleset and I am getting this console error when the Close Encounters extension is the only extension running. [4/8/2023 6:50:26 PM] [ERROR] Script execution error: [string "CoreRPG:..pts/manager_power_action_core.lua"]:14: attempt to call field 'calcNextActionTypeOrder' (a nil value)

I deleted your extension from the vault and updated and tested a second time and still got the same console error.

Thank you in advance for supporting the Starfinder ruleset!

I just pushed version 2.0.5, which should fix this issue. Was a silly mistake on my part.

claedawg
April 11th, 2023, 03:40
Getting the following Error in D&D5E

[4/10/2023 9:36:50 PM] [ERROR] Script execution error: [string "CloseEncounters:..manager_power_core_ce.lua"]:48: attempt to call global 'registerDefaultPowerMenuOriginal' (a nil value)

Arimil508
April 11th, 2023, 18:41
I am not Seeing 2.0.5 I only see 2.0.3 I have deleted and reinstalled multiple times.
in addition I disabled and enabled it on forge.

Ulric
April 11th, 2023, 19:13
I am not Seeing 2.0.5 I only see 2.0.3 I have deleted and reinstalled multiple times.
in addition I disabled and enabled it on forge.
Yeah, I also haven't been able to get 2.0.5

Saagael
April 13th, 2023, 16:02
Sorry for the delay. I re-versioned and uploaded so you should get 2.0.6 now.

Svandal
April 13th, 2023, 17:17
Could check the selected status of a token as well as its visibility? I don't think a player could ever have a token selected that isn't visible to them.

That is false. Especially with larger tokens than medium size. Line of sight only works as a point, and not the whole token, this is very much a problem with larger tokens.
So if a larger token covers 3x3 squares then the line of sight will only be generated from one point. If that token is next to a 1 square large door you can see that he does not see into the room if only a part of the token sees through the door, the mid point of the whole token has to see through the door.

If you also implement a visible trigger it can lead to many problems in narrower maps.

I also think area of effect spells can go around corners, but then they get cover bonuses (for pathfinder ruleset at least)

Edit: Ups. I read the comment on the first page and thought that it was this year and not 2022 :)

JohnQPublic
May 30th, 2023, 01:14
Seeing an error since the last FGU update.
Create new Pathfinder 2e campaign.
Enable Close Encounters.
Get 3 warnings and an error on load.

[5/29/2023 5:12:41 PM] Tabletop scene starting.
[5/29/2023 5:12:41 PM] CAMPAIGN: test
[5/29/2023 5:12:41 PM] RULESET: PFRPG2
[5/29/2023 5:12:41 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PUBLIC]
[5/29/2023 5:12:47 PM] MEASURE: RULESETS LOAD - 6.1356668 - PFRPG2
[5/29/2023 5:12:47 PM] [WARNING] windowclass: Window class (spell_item) defined with merge attribute, but asset name does not match existing asset. [CloseEncounters] [campaign/PFRPG2/record_char_powers_pfrpg2.xml]
[5/29/2023 5:12:47 PM] [WARNING] windowclass: Window class (spell_action) defined with merge attribute, but asset name does not match existing asset. [CloseEncounters] [campaign/PFRPG2/record_char_powers_pfrpg2.xml]
[5/29/2023 5:12:47 PM] [WARNING] windowclass: Window class (spell_action_mini) defined with merge attribute, but asset name does not match existing asset. [CloseEncounters] [campaign/PFRPG2/record_char_powers_pfrpg2.xml]
[5/29/2023 5:12:47 PM] MEASURE: EXTENSIONS LOAD - 0.011968 - 1
[5/29/2023 5:12:53 PM] MEASURE: MODULE LIST BUILD - 6.4623259 - 234
[5/29/2023 5:12:53 PM] MEASURE: REFRESH IMAGE ASSETS - 0.0573563
[5/29/2023 5:12:53 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0089725
[5/29/2023 5:12:53 PM] MEASURE: REFRESH TOKEN ASSETS - 0.0643335
[5/29/2023 5:12:53 PM] MEASURE: ASSET LIST BUILD - 0.1306623
[5/29/2023 5:12:54 PM] MEASURE: LOAD - PART 1 - 13.5474768
[5/29/2023 5:12:56 PM] [ERROR] Script execution error: [string "CloseEncounters:..nager_spell_pfrpg2_ce.lua"]:10: attempt to index global 'SpellManager' (a nil value)
[5/29/2023 5:12:56 PM] RULESET: Ruleset [PFRPG2] loaded.
[5/29/2023 5:12:56 PM] RULESET: Core RPG ruleset (2023-04-25) for Fantasy Grounds
Copyright 2023 Smiteworks USA, LLC
[5/29/2023 5:12:56 PM] EXTENSION: Loaded Close Encounters v2.0.6 by Saagael
[5/29/2023 5:12:57 PM] MEASURE: LOAD - PART 2 - 2.2968947

JohnQPublic
May 30th, 2023, 06:13
Nevermind. The problem was a corrupt ruleset pak on my end.

Saagael
May 30th, 2023, 17:07
Nevermind. The problem was a corrupt ruleset pak on my end.

Thanks for the follow-up, and glad you got it working!

DND Nerd 1995
September 11th, 2023, 18:42
do you have a How-to Video on how this EXT Works I am having Problems Targeting with the Added Action

Saagael
September 11th, 2023, 18:45
do you have a How-to Video on how this EXT Works I am having Problems Targeting with the Added Action

Unfortunately I don't have a how-to video. What are you having trouble with?

DND Nerd 1995
September 11th, 2023, 18:57
It won't Target the Creatures it just a Button and I click it and nothing Happens I use it for DND 5e

Saagael
September 11th, 2023, 19:02
It won't Target the Creatures it just a Button and I click it and nothing Happens I use it for DND 5e

Have you adjusted the range of the action so that it will encompass all of the creatures you want to target? And since you're using 5e, the units is in feet, so you'll need to enter a range of 5 units to cover 1 square, 10 units to cover 2 squares, etc. And then after that you'll need to make sure the action is targeting the right kind of creatures. You can set it up to only target enemies, allies, or everyone.

If you send a screenshot of the action on the character sheet, plus the image the tokens are on I can try to help more.

DND Nerd 1995
September 11th, 2023, 19:30
I will do it After my Game I DM

rocketvaultgames
September 10th, 2024, 21:22
This extension somehow flew under my radar until now...

It seems great!

One conflict I noticed... Adding "target actions" to items with Kit'N'Kaboodle looks like it works, but when you click to execute the targeting, nothing happens.


A few suggestions for further development if you ever have the time/desire:

I'm not sure how difficult these would be to implement.


1. Have a checkbox for "Random" in the targeting options to be able to target a random creature/ally/enemy.

(This would be great for Wild Magic effects like: "A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.")

2. A step further would be another field for "Number" that appears when Random is checked that would target that many random targets.

3. Have a checkbox for "Self" to optionally include the actor in the targets.