View Full Version : Release 19 - Test channel information
Trenloe
August 2nd, 2023, 11:52
Pathfinder Second Edition ruleset Release 19 is now in the Test channel!
Please make sure you read this post (#1) and the next (#2) if you intend to switch to the test channel and do some testing.
It's finally here - after waiting way too long for this. I hope the wait's worth it! Release 19 has lots of new functionality, with the main aspect being "Activities" (see post #3 for details of what's new in this Release).
Release 19 has a large amount of new code, which is why we're releasing this into the test channel for a few weeks, to try to iron out any kinks and also get some feedback from the community, before we move it into the live channel. Because of this large amount of code changes, there could be issues in areas we weren't able to fully test, and there's also a very good chance that the new code will clash with extensions - either obviously (error messages) or more subtly (no error messages, but things don't quite work right). Therefore, we strongly recommend that if you're doing any testing that you turn off any extensions. If you do use extensions and you come across a problem, please try to recreate the issue without extensions before report it to us. We're also running this test during a base Fantasy Grounds test period - so that could also cause issues with extensions.
That said, I have been using this code in my own PF2 Kingmaker campaign for the last two months. Occasionally we get an error message, which we note and continue - errors haven't prevented us from enjoying our game with R19. Note: I run about 3 extensions, none of which are specific to PF2 and don't rely on the PF2 code.
How can you help?
We're asking PF2 users and GMs to try this out. We'd recommend you don't switch to the test channel just before your game. We recommend that you switch a few days before, load up (and convert) the PCs you use and test a few things out to make sure that there aren't any issues. Early in the test phase is where most of the issues will be encountered and the release should get more stable as we move towards release - which will probably tie in with the current CoreRPG updates in the test channel - more on the release date as we get closer.
Beyond the initial testing, some of the community have already volunteered to add some of the activity data needed for areas of the Core Rules not covered in the test data, and maybe other products. I'll be providing more information on that soon - at the moment I suggest you just test the functionality before entering a lot of custom activities!
Please see post #5 for details on how to report an issue.
Getting Started
If you haven't switched to the test channel before, it may initially take a while as your current data is copied to the test channel. You switch by opening the settings window from the main FG launch screen, go to the Advanced tab and change the channel to "test", press "Save" and then once the switch has occurred, press the "Update" button to get the latest test data.
See this video for information regarding switching to the test channel and test data: https://youtu.be/cwbyBMVf30Y
The test initially has a Release 19 version of the PFRPG2 ruleset, and also the whole of the Pathfinder 2 Core Rules - with some R19 specific data already entered for a subset of activities, feats, items and lookup data. No spell data has been updated for this test. Refer to post #3 in this thread for the latest update on what's in the Core Rules data. You should be able to use other PF2 products as usual.
Trenloe
August 2nd, 2023, 14:28
Videos
Very fast R19 overview: https://youtu.be/9xZV_g-7bWI
Switching to the test channel and test data: https://youtu.be/cwbyBMVf30Y
Updating characters to Release 19 data: https://youtu.be/ntApHIMf7QQ
Activities - detailed information: https://youtu.be/tKbVe_Z7ujU
GM DC desktop panel and Secret checks: https://www.youtube.com/watch?v=Xa2sOAhQIfc
Documents
R19 versions of the Wiki documents aren't available in the FG Wiki, we're tracking the changes in Google Docs. Appropriate ? help buttons within FG have been updated to point to the Google Doc versions of the Wiki. These can also be accessed from these links:
How to Use guidance: https://docs.google.com/document/d/1JMPD9SZvaMUsf7V_oN0PNnM1QPu9CMP6xfIxGzkfVXI/
PFRPG2 Effects: https://docs.google.com/document/d/1bT6ELxjkUl-6f8KJ6QdFGLjg89Wvyy6AvLbAfH6wJGo
PC Feature automation: https://docs.google.com/document/d/10RElQl0GcstaQ2m3CKKPGV0JGvDyhGyOCXd1wFQ-cN8
NPC Ability automation: https://docs.google.com/document/d/1BwmTDr6LlKs5PW3psmyfUM0rLjCSueeU_gRHO3atIV8
Project Tasks
I've been tracking tasks in a Freedamp project. If you're interested, you can access it here: https://freedcamp.com/view/3259233/tasks
I don't use it for bug tracking, mainly because I'm not that familiar with it. I may begin using it for bug tracking if I feel it's needed.
Trenloe
August 2nd, 2023, 14:28
* Activities and their associated actions
- New FG record type.
- Auto add specific base records.
- Skill checks vs DCs (save and skill DCs)
- Output result text to chat
- Item use
- MAP tracking
- Secret checks
- Auto generation of activities from feats with an assigned action type.
- GM desktop DC panel
- Activility filtering.
- Show minimum actions functionality.
* Release 19 PC sheet update
* Floating PC character sheet windows (not abilities and inventory)
* MAP buttons added to the top of PC and NPC sheets. These apply to all rolls (i.e. adjust the modifier buttons) and aren't specific to that PC/NPC.
* Damage combination
* Spell and Class DC proficiencies tracked
* How to Use field
* FG actions and success levels added to Feats
* FG actions added to Items
* Can link activities to Class Features, Lookup data and lookup data features records.
* HP damage added to item records
* SHIELDBLOCK functionality.
* Action reordering added to action lists.
* Ammo tracking
* SPEED effect and display in chat at the start of actor's turn
* Effect functionality expanded - added to some effects: trait filtering, ability name filtering, proficiency level filtering, effect targeting; ETTS and ETTT, initial init to decrease on (self, target, turn), 1/round and 2/round expenditure, ACTORNAME substitution (CT and character effects), GM only effect actions
* New effect types: DMGBASETYPE, TRAIT (currently damage action only), and many more. New effects are indicated with ** after their name in the R19 Wiki doc: https://docs.google.com/document/d/1bT6ELxjkUl-6f8KJ6QdFGLjg89Wvyy6AvLbAfH6wJGo
* Range calculations and associated effects.
* {ACTORNAME} substitution
Automation
* Improved handling of innate spell abilities.
* spell and class proficiencies
* Expanded [MESSAGE ...] functionality.
* {ACTORNAME} substitution
* {PCN} substitution (unique character number)
* Better handling of adding sorcerer bloodline
Minor changes
- Class fields respect read-only setting.
- Move from DB.getChildren to DB.getChildList API calls where appropriate
- Weapon with Finesse trait uses best of Dex or Str for attack check - only checked when weapon first added to the PC.
- minor window sizing changes.
- Trait lookup handles traits with numerical data - e.g. Additive 1.
- Sidebar icons for trait, activity and lookup data.
- Various minor fixes.
- Cater for some initial Pathfinder Remastered options.
- PERS damage within a weapon damage entry doubled on a critical hit.
Current Core Rules Data
The Pathfinder 2 Core Rules DLC (https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO2101FG) in the test channel has been updated with some test data that contains activities and further automation. Currently the test data covers the following records - usually only for those that have a specific PF2 action/activity allocated to the feat/feature/ability.
For FG to update imported PCs with the R19 data, the name of the feat, class feature, heritage and item in the PC sheet must exactly match the name of the related data in the FG Core Rules DLC.
Ancestries: Feats (all levels), heritages (all levels).
Classes: Class features (all levels), Class Feats (levels 1-6, except fighter level 1-4).
Feats: Skills/General (all levels), Archetype (some - currently: bard and fighter proficiencies).
Items: Alchemical elixirs (all levels), Potions - Healing (all levels).
No spell data has been changed in R19!
Trenloe
August 2nd, 2023, 14:29
There are a few known issues associated with this release - these are listed below. Please check here before reporting issues and please see the next post down (#5) for details on reporting an issue.
Slowdown of database access. If a lot of PCs are opened (with all of the additional activities data) the FG instance can slow down a lot. I'm testing on a laptop, so not sure how this will effect higher spec PCs. So far it hasn't stopped me playing, but it has presented to odd instance of FG becoming unresponsive for a short time. I'm keeping an eye on this and trying to get some good reproducible steps/data to provide SmiteWorks for them to look into it further.
Database node deleted errors. These are errors that may appear after deleing records or a PC. These are there to allow SmiteWorks to try to track down what could cause the database nodes to not be cleared out completely. They won't effect your game, other than a console window popping up. I'm keeping an eye on this and trying to get some good reproducible steps/data to provide SmiteWorks for them to look into it further.
Gotchas
These are things that are working by design but may cause issues in expectation...
The Gamemastery option rule of multi classing is not supported for R19 data migration - FG will only look at the first class added to the PC when matching class features.
Only items of type "shield" will be matched for SHIELDBLOCK effect functionality. This is kinda a gotcha and kinda an issue - only items with type - "shield" are classed as a shield, even "shields" doesn't work. We have an outstanding task of normalizing data like this to work correctly.
Itemized known issues:
Apply All Actions - ETTT effects applied multiple times per target
Unidentified items with activities show identified name in activities
Drag of untargeted attack from chat to target with nat 20 doesn't increase success level
Apply All Actions doesn't support drag/drop
Feint success effect should be set to once per modifier, not action. (Core Rules data). Fixed 4th August.
Trenloe
August 2nd, 2023, 14:30
We're asking PF2 users and GMs to try this out. We'd recommend you don't switch to the test channel just before your game. We recommend that you switch a few days before, load up (and convert) the PCs you use and test a few things out to make sure that there aren't any issues. Early in the test phase is where most of the issues will be encountered and the release should get more stable as we move towards release - which will probably tie in with the current CoreRPG updates in the test channel - more on the release date as we get closer.
If you do experience an issue, please make sure you aren't running any extensions that could clash with the FG PF2 R19 code. There's a lot of code changes in R19 so there's a very good chance that extensions will have issues. We're also running this test during a base Fantasy Grounds test period - so that could also cause issues with extensions.
If you encounter an issue, please report it in this thread. Include:
Compile your logs and post the ZIP file here. Details on compiling your logs can be found in the FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1242136781/How+to+Compile+Logs
Provide steps on how to recreate the issue.
Provide screenshot if applicable - this can really help nail down what's happening.
If the issue is during a PC update/import, please provide a copy of the PC XML from before the update/import.
Trenloe
August 2nd, 2023, 14:30
Run an update in the test channel to get the current test release of the PFRPG2 ruleset and Pathfinder 2 Core Rules.
Updated 29th August 2023:
Ruleset:
Updated:
- Chat version set to 2023-08-29 Release 19.
- Tidying up of Debug.console and Debug.stack calls
- Character sheet skills tab read only - edit to make changes.
- Focus points number field display frame.
- Limited read-only lockdown of spells section of PC sheet action tab.
- Minor resizing and ordering of controls in the GM desktop DC panel
- Improved matching of R19 character record updates.
- R19 character record updates checks the PF2 official rulebooks for matches first.
Added:
- Affliction stages 7 - 10
- Order field to spell classes on the PC sheet action tab.
- Indicate skill activity sections where the PC isn't trained.
- Skill checks outside of an activity will use the GM desktop DC
- T (third) and Q (quarter) option to character effect substitution
- T (third), Q (quarter), E (even) and O (odd) option to character effect substitution
Fixed:
- Error when creating a new item.
- Damage entry with persistent damage type wouldn't apply effect correctly with multiple additional damage types.
- GameSystem.convertTraitSeparators not operating correctly.
Core Rule DLC
Minor bug fixes and updates.
Updated 18th August 2023
PFRPG2 ruleset changes
Updated:
- Chat version = Test-F
- FHEAL chat action icon changed to heal red cross icon.
- Temporarily re-introduced the old (hidden in November 2019) action record and ability to copy to activity record. "action" is still hidden. Do not add new action records - these will be completely removed from the ruleset in time. Copy to activities and use from there.
Added:
- "critical" damage type to custom dice. Note: this will not override dice set for base types.
Fixed:
- attempt to index field 'pclink' error when clicking the "Add to PC" button in a grouped list.
Updated 14th August 2023
PFRPG2 ruleset changes
Updated:
- Chat version = Test-E
- Favorites button functionality changed to be database triggered - improves GM/Player view of favorite activities
Fixed:
- New favorites section header blank when GM and Player had the activities tab open.
- GM/Player view of favorite activities could get out of sync
Updated 13th August 2023
PFRPG2 ruleset changes
Updated:
- Test-D version tracker chat message
- GM and Player activities tab view independent: activities tab filters use GUI controls - i.e. no longer use database.
- Character effects - check for duplicate before adding.
- Activity class header respects edit mode.
- Favorites activity class header set to read only.
- Activity names wrap in PC sheet activities tab.
Fixed:
- Inventory list: item names blank for updated items if the inventory had been opened before updating the PC.
- Better handling of R19 data updates
- Script error when applying damage action with purely persistent damage
Updated 11th August 2023
PFRPG2 ruleset changes
Updated:
- Version reported in chat to v2023-08 (PF2 release 19-Test-C)
- PC activities filter button graphics
- Moved Appl All Actions button to the right side of Activity mini-actions display.
- Background tint for expand/collapse buttons
- Construct default activities exits (with a message in chat and chargen tracker) if the Core Rules module isn't open.
Added:
- "Don't remove zero count items" option to inventory - activites that reduce the item count to zero won't remove the item from the activities list or the inventory.
- Right-click menu option to the chargen tracker: rebuild base activities.
- "REPLACE" PC automation type - allows replacing existing entries in the same list - example: rogue "Sneak Attack (2d6)" replaces "Sneak Attack (1d6)"
- R19 update records checked against Core Rules module first.
Fixed:
- Cyclic update for item count activities if PC and GM had activities tab open and changed the item count.
- GM/Player activity mode/filter buttons and display setting now unique to each FG session - i.e. these settings aren't stored in the database anymore.
- Spell DC wouldn't display for new PCs and for existing NPCs.
Core Rules change
Added:
- REPLACE automation for rogue sneak attack entries.
Updated 4th August 2023
Ruleset:
Updated:
- Reported version in chat = PF2 release 19-Test-B
- Cannot change name of "Favorites" activity class.
- Cannot drag activities to "Favorites" activity class.
- Improved inventory shield matching code.
- Moved CharManager DB event handler setup to onTabletopInit.
- Weapons with subtype ammunition won't be added to the Weapons section of the activities tab.
- Changed surround of DC number field in GM DC desktop panel - makes it more obvious it can be manually changed.
- TESTING - fixed DC skill checks aren't overridden by the GM desktop DC panel. Only skill checks with a DC = none will use the DC panel.
Added:
- Gear, Armor, Shield, Weapon, Other type radio button to item record. GM will see updated control in library data, player will only see updated control in items they own. Future data updates will migrate existing items in DLC modules.
- Improved presentation of stored damage chat messages.
Fixed:
- activity filter button toolips all one action.
- Side of PC inventory cutoff by tabs.
- Cantrip and focus spell use icon missing in actions tab.
- Items with empty names in the PC inventory would cause errors during R19 data migration.
ThirdSign
August 2nd, 2023, 18:51
This is exciting!
Will test it out.
Trenloe
August 2nd, 2023, 18:54
Will test it out.
Thanks!
Aineles
August 2nd, 2023, 19:39
First Test:
Favorites Activites seems to be broken - if you unfavoritean Activity it still stays in the Favorites tab.
Some Class feats dont get recionized correctly (i tested dual class chars only the active class gets recognized possible problem with archetypes) needet to manually add the feats again.
Sturdy Shield does not work. Changed item type manually to Shield from Shields and it worked.
We will keep on testing but its a great addition
Thx
58381
58382
Trenloe
August 2nd, 2023, 19:46
Thanks for the feedback! And welcome to the FG forums. :)
Favorites Activites seems to be broken - if you unfavoritean Activity it still stays in the Favorites tab.
I've never had any issues with this, so not sure what might be causing that. I'm not saying it's not an issue - just don't know what it might be. Have you accidentally renamed the "Favorites" category header? If not, could you please provide a screenshot of the issue? Thanks!
Some Class feats dont get recionized correctly (i tested dual class chars only the active class gets recognized possible problem with archetypes)
I haven't coded for any of the alternate rules in the Gamemastery guide, and so the R19 code only looks at the first class in the class list. Thanks for pointing that out - I'll add it to the gotchas list. Not that I have a gotchas list! Yet...
Sturdy Shield does not work. Changed item type manually to Shield from Shields and it worked.
Yeah, we've had an outstanding data issue to work out with the armor, shields and weapons from the treasures section. Only "shield" will work correctly right now - I'll add it to the issues list.
Aineles
August 2nd, 2023, 19:51
58383
I edited the first post and added one screenshot up there and here is another one after i restart the client.
Oh and the Buttons at the cantrips and focus spells seem to have gone missing the button still works but it is an empty space
58384
Trenloe
August 2nd, 2023, 19:54
58383
I edited the first post and added one screenshot up there and here is another one after i restart the client.
That certainly won't help. You shouldn't do any editing to the Favorites category section. I'll see if I can lock that down.
Oh and the Buttons at the cantrips and focus spells seem to have gone missing the button still works but it is an empty space
58384
There's been no changes to the spells section of the Actions tab. I'm guessing you have Display = Summary (at the bottom of the Actions window). Change that to "All Actions" to see the buttons.
Aineles
August 2nd, 2023, 20:05
I didnt edit anything in the Favorites category screen 1 was the same just before the restart.
My player just added the two things to favorites and removed them again.
I tried it againg with a new char and it works correcly there.
So it seems it broke with the character transfter.
With the button is the cast spell button before the spell.
58385
EDIT: the restart fixed the favorites somehow. I just got the buggy ones left.
Trenloe
August 2nd, 2023, 20:14
I didnt edit anything in the Favorites category screen 1 was the same just before the restart.
My player just added the two things to favorites and removed them again.
Can you post the PC XML and also steps to reproduce please?
With the button is the cast spell button before the spell.
58385
I'm not sure what that means. Can you expand on what the issue is please?
When you're providing screenshots, please provide the full FG screen - a little snippet like this doesn't really help me see the big picture. Thanks!
Aineles
August 2nd, 2023, 20:34
58386
Prepade = OK
58387
Combat = no button
I hope this helps it is just an visual problem.
Trenloe
August 2nd, 2023, 20:39
58386
58387
I hope this helps it is just an visual problem.
It does, thank you. The reason you can't see the action buttons is what I mentioned before - the Display setting at the bottom of the Actions tab is set to Summary. This is working as expected. Click "Summary" so that it changes to "All Actions".
Digby (https://file.io/ZsYGTUCRo0Gf)
Just uploadet the xml filies there im to stupid to attach it here ...
Thanks, I'll see if I can recreate the issue.
Trenloe
August 2nd, 2023, 20:43
Favorites Activites seems to be broken - if you unfavoritean Activity it still stays in the Favorites tab.
Thanks for providing the PC XML. I think I know what's happened - the activity has been dragged to the Favorites section, which creates a new activity. Activities shouldn't be dragged to the favorites section, the favorites star button to the left of the activity name should be used to add and remove activities. I'll update to code to prevent drag/dropping of activities to the Favorites section. Thanks for reporting this issue.
Aineles
August 2nd, 2023, 20:43
58390
Im feeling stupid it is still not there...
Trenloe
August 2nd, 2023, 20:48
58390
Im feeling stupid it is still not there...
Then I don't know what you're referring to. Your original report said the buttons weren't there for cantrips and focus spells - but your screenshot shows they are. Let's take a step back - based on this recent screenshot, what is the issue?
Aineles
August 2nd, 2023, 20:50
ok with time with arrow :)
58391
Trenloe
August 2nd, 2023, 20:59
ok with time with arrow :)
58391
OK, so it's the "Cast" button that is missing - as there's lots of buttons related to spells so I was struggling to work out which one you were referring to. Thanks for the full screenshot to allow us to get on the same page. I'll investigate what happened... :)
Ludd_G
August 2nd, 2023, 21:02
As they are cantrips I wouldn't expect them to have a button to mark them off as cast? Unless I'm not understanding?
Trenloe
August 2nd, 2023, 21:12
As they are cantrips I wouldn't expect them to have a button to make them off as cast? Unless I'm not understanding?
There's a little star button usually. All it does is report in chat that you're using it - mostly of use in text only games. It was an issue with a clash of icon definitions. I've fixed it for the next release.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58392
@Aineles - thanks for reporting and staying with me while I worked out what was wrong!
Ludd_G
August 2nd, 2023, 21:15
There's a little star button usually. All it does is report in chat that you're using it - mostly of use in text only games. It was an issue with a clash of icon definitions. I've fixed it for the next release.
Ah, I see! I'll get back in my box! Hahahaha! :D
Trenloe
August 2nd, 2023, 21:19
Ah, I see! I'll get back in my box! Hahahaha! :D
That's cool. It's good to have more than one person in the conversation! :D
Aineles
August 2nd, 2023, 22:35
That's cool. It's good to have more than one person in the conversation! :D
And im here again :D
Just tried the Grabbed automation and i dont know if this is intentional but the grab lasts for two turns.
It ends on the turn of the grabbed one.
58393
Trenloe
August 2nd, 2023, 22:47
And im here again :D
Just tried the Grabbed automation and i dont know if this is intentional but the grab lasts for two turns.
It ends on the turn of the grabbed one.
58393
The wording of the activity is "at the end of your next turn" - it's not at the end of the turn of the grabbed target. So a duration of 2, reducing duration at the end of the actor's turn, is correct.
ThirdSign
August 2nd, 2023, 23:45
Some stuff I found (disclaimer: I didn't watch all the videos)
* The tooltips for the activity filters all say "Show/Hide single action activities"
* A success on the Disarm activity doesn't apply the +2 circumstance bonus to self (it does apply the negative to the target)
* There's a None and a - mode in the activities pane - both of them don't show anything
* Is stored damage new? It should show what's currently stored somewhere (In the tooltip?)
Activities with no "failure" result don't display a message in the chat. I realize that's because they literally don't do anything, but it made me think it didn't work at all, rather than that it was intended. Maybe a default "Failed - No effect" would ease my mind.
Also I can unfavorite things, so that works for me.
I know it's mentioned in the OP, but there's considerable delay doing most things. Opening a map pin here took 2 seconds, adding an encounter with 1 monster in it took 7 seconds. Removing that enemy via the combat tracker took 17 seconds.
Everything's working pretty well, good job :D
Muagen
August 3rd, 2023, 00:09
Sorry if I'm being dense, but why does the update to Release 19 create a copy of characters? Does the copy exist as a way to restore the character later? Is it the copy-character that players are supposed to use?
What's the use-case for the copies, and would it be too brazen of me to delete them?
Farnaby
August 3rd, 2023, 00:32
So stoked to try this out with my groups on the weekend.
Farnaby
August 3rd, 2023, 00:35
Sorry if I'm being dense, but why does the update to Release 19 create a copy of characters? Does the copy exist as a way to restore the character later? Is it the copy-character that players are supposed to use?
What's the use-case for the copies, and would it be too brazen of me to delete them?
It's a test, not an update yet. So switching to the Test server creates a complete copy so your live data doesn't get damaged if something goes wrong.
Muagen
August 3rd, 2023, 01:14
I get the copying of the campaign to bring it over. What I mean is that when you open a character from that copied campaign, the first thing you are prompted to do (as a GM) is to create a copy of the character.
I don't know why we need copies of characters on a Test server, though. Opening either character (the original or the copy) and navigating to the Activities tab shows that both get that filled out. So I don't know if this is a safety measure or if one of the character copies is mechanically different from the original.
Neovirtus
August 3rd, 2023, 01:37
I don't know why we need copies of characters on a Test server, though. Opening either character (the original or the copy) and navigating to the Activities tab shows that both get that filled out. So I don't know if this is a safety measure or if one of the character copies is mechanically different from the original.
The update won't always be on a test server! Eventually it'll go live, and at that point I think we'll be glad to have a backup copy in case something does go wrong. Absolute worst case scenario you just... don't need the backup and can delete it.
Neovirtus
August 3rd, 2023, 02:52
i just ran into a character that failed to import actually! Attached are the old version of the character, the updated character without many activities, and the compiled logs.
Aineles
August 3rd, 2023, 07:32
The wording of the activity is "at the end of your next turn" - it's not at the end of the turn of the grabbed target. So a duration of 2, reducing duration at the end of the actor's turn, is correct.
Good Morning,
the grab (and also feint) reduce at the targets turn.
Tried it with drag and drop, with apply activity button, apply all action button. It only reduces at the end of the "victim".
58398
Trenloe
August 3rd, 2023, 08:43
Good Morning,
the grab (and also feint) reduce at the targets turn.
Tried it with drag and drop, with apply activity button, apply all action button. It only reduces at the end of the "victim".
58398
Reduction is based off each having a unique initiative score. Both of those actors in the CT have the same initiative (zero), so it will reduce at the end of the last actor that has 0 initiative as that is when FG moves off the initiative track for that "lot". Refer to the "Applying effects" section of the How to Use help page.
Trenloe
August 3rd, 2023, 08:44
Sorry if I'm being dense, but why does the update to Release 19 create a copy of characters? Does the copy exist as a way to restore the character later? Is it the copy-character that players are supposed to use?
What's the use-case for the copies, and would it be too brazen of me to delete them?
As the update process overwrites data in the PC record, it's good to have a backup of your PC in case it goes wrong somewhere. As mentioned elsewhere, at some point this code will go into live and so users may not have backups of their PCs. If you're happy with the update process you can delete the (copy) version - which will be before R19 updates.
Aineles
August 3rd, 2023, 09:05
Reduction is based off each having a unique initiative score. Both of those actors in the CT have the same initiative (zero), so it will reduce at the end of the last actor that has 0 initiative as that is when FG moves off the initiative track for that "lot". Refer to the "Applying effects" section of the How to Use help page.
Thx for the clarification its good when the only problem is with me being stupid :D.
Trenloe
August 3rd, 2023, 09:06
* The tooltips for the activity filters all say "Show/Hide single action activities"
Thanks for pointing that out. I'll get it fixed.
* A success on the Disarm activity doesn't apply the +2 circumstance bonus to self (it does apply the negative to the target)
I had an effect to decrease the SAVE DC of the reflex save, but that's not correct. I'll update the Disarm activity.
* There's a None and a - mode in the activities pane - both of them don't show anything
"None" will remove any selected filters. "-" is there to show that there's been some changes from one of the default selections, it doesn't do anything in terms of enabling/disabling filters.
* Is stored damage new? It should show what's currently stored somewhere (In the tooltip?)
Yep, it's something new. Adding a tooltip to show what's stored is a good idea. I'll add it to the list...
Activities with no "failure" result don't display a message in the chat. I realize that's because they literally don't do anything, but it made me think it didn't work at all, rather than that it was intended. Maybe a default "Failed - No effect" would ease my mind.
Good idea, I'll add it to the list.
Also I can unfavorite things, so that works for me.
Thanks for confirming. I'm pretty sure it was because the player had dropped an activity into the Favorites slot. I've got an item on my list to lock down the Favorites category to prevent that.
I know it's mentioned in the OP, but there's considerable delay doing most things. Opening a map pin here took 2 seconds, adding an encounter with 1 monster in it took 7 seconds. Removing that enemy via the combat tracker took 17 seconds.
Thanks for that. It's interesting to know that it's not just my laptop. I'm going to be passing on some scenarios to SmiteWorks to look at. I want to get them in other rulesets as well if possible - so it's not just seen as the new R19 activities bloat, if that's possible...
Everything's working pretty well, good job :D
Thanks very much! And thanks for providing feedback.
Trenloe
August 3rd, 2023, 09:13
i just ran into a character that failed to import actually! Attached are the old version of the character, the updated character without many activities, and the compiled logs.
Thanks for providing the examples. I don't think any of those feats/features/abilities have PF2 "actions" assigned to them?
As mentioned in the list of Current Core Rules data in post #3: "Currently the test data covers the following records - usually only for those that have a specific PF2 action/activity allocated to the feat/feature/ability."
If there's an entry that doesn't get populated but does have a PF2 action (action, free action, one action, two actions, etc.) in the list covered in post #3 then please let me know. Thanks!
Trenloe
August 3rd, 2023, 11:47
Activities with no "failure" result don't display a message in the chat. I realize that's because they literally don't do anything, but it made me think it didn't work at all, rather than that it was intended. Maybe a default "Failed - No effect" would ease my mind.
Looking at something like this:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58399
Farnaby
August 3rd, 2023, 11:51
Yes, that looks good. It would be a great help for the players as mind don't parse the check statement that well.
Trenloe
August 3rd, 2023, 12:05
Yes, that looks good. It would be a great help for the players as mind don't parse the check statement that well.
How about if I also add the total to the result text field?
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58400
Farnaby
August 3rd, 2023, 12:15
Pure luxury! My players are getting spoilt rotten. ;)
Seriously yes, adding the result is a good idea.
Neovirtus
August 3rd, 2023, 12:25
Thanks for providing the examples. I don't think any of those feats/features/abilities have PF2 "actions" assigned to them?
As mentioned in the list of Current Core Rules data in post #3: "Currently the test data covers the following records - usually only for those that have a specific PF2 action/activity allocated to the feat/feature/ability."
If there's an entry that doesn't get populated but does have a PF2 action (action, free action, one action, two actions, etc.) in the list covered in post #3 then please let me know. Thanks!
Ah ok, I didn't look at the individual items to know if there should have been activities, will double check it again. But the prices did throw an error in the console so I wanted to make sure that wasn't something that needed to be addressed.
Trenloe
August 3rd, 2023, 13:09
But the prices did throw an error in the console so I wanted to make sure that wasn't something that needed to be addressed.
I didn't see any errors when importing and upgrading the PC XML provided, and wasn't aware you did experience an error. I'll look into the logs provided...
Trenloe
August 3rd, 2023, 13:24
But the prices did throw an error in the console so I wanted to make sure that wasn't something that needed to be addressed.
The error was due to an entry in the inventory with no item name. I'll add code to cater for that. Thanks for reporting the issue and providing the PC XML and log files.
Montis
August 3rd, 2023, 13:51
I was just watching the GM DCs video (https://www.youtube.com/watch?v=Xa2sOAhQIfc) and I have one question and two requests.
Question: will this be the final layout / design of the GM DC panel?
Request 1: can you add a way to minimize the GM DC panel?
Request 2: can you make it so the set GM DC only applies to a certain character, maybe through some sort of targeting? This could be useful e.g. in exploration someone wants to identify an item and you set the DC but someone else rolls for medicine at the same time because they're treating wounds but then suddenly get the DC for the item identification. I know my players and they're very ... enthusiastic about rolling, so a targeting functionality could prevent this issue.
Trenloe
August 3rd, 2023, 14:09
Question: will this be the final layout / design of the GM DC panel?
I don't think it'll change much. I'm planning to add traits into it at some point. But, as mentioned in the video, the dimensions are pretty much forced by the combo boxes.
Request 1: can you add a way to minimize the GM DC panel?
I'll look into it.
Request 2: can you make it so the set GM DC only applies to a certain character, maybe through some sort of targeting?
That could get pretty complex. But I'll think about possible ways to do it.
Ludd_G
August 3rd, 2023, 14:36
This could be useful e.g. in exploration someone wants to identify an item and you set the DC but someone else rolls for medicine at the same time because they're treating wounds but then suddenly get the DC for the item identification. I know my players and they're very ... enthusiastic about rolling, so a targeting functionality could prevent this issue.
Have you looked at Requested Rolls at all? It doesn't have all the wonderful automation of the new DC box, and obviously won't split a DC but may make it easier to quickly make several roll requests with differing skills and DCs for different characters? I swear by this extension and, whilst I'm testing without using any extensions, I did run a quick test with it and it seemed compatible with R19.
https://forge.fantasygrounds.com/shop/items/273/view
https://www.fantasygrounds.com/forums/showthread.php?70407-5E-Requested-Rolls
I hope this might help a bit.
Cheers,
Simon
Trenloe
August 3rd, 2023, 14:43
Have you looked at Requested Rolls at all? It obviously won't split a DC but may make it easier to quickly make several roll requests with differing skills and DCs for different characters? I swear by this extension and, whilst I'm testing without using any extensions, I did run a quick test with it and it seemed compatible with R19.
https://forge.fantasygrounds.com/shop/items/273/view
https://www.fantasygrounds.com/forums/showthread.php?70407-5E-Requested-Rolls
I hope this might help a bit.
Cheers,
Simon
I have looked at it, thanks. I didn't want to go to that level, all I wanted to do was to allow the GM to set a DC before a roll was made - I don't want anything on the player side. But the little window with the PC portraits might be a good way of filtering the DC to apply to specific PCs - thanks for the reminder. I'll look into it, but it won't be for a while as this isn't a 10-minute coding exercise and I don't see it as a big priority at this stage.
Ludd_G
August 3rd, 2023, 14:49
Hi Trenloe,
yeah, it was more for Mortis as an supplement to using your DC box, rather than a replacement for it, as there's so much good stuff going on under the hood with the new DC box, but I think i'll still find it useful at other times for more basic checks.
Cheers,
Simon
(I may even reach out to mccartysr to see if he could use your automated DCs to populate the ones in Requested Rolls... Hmmmmm)
Trenloe
August 3rd, 2023, 15:07
(I may even reach out to mccartysr to see if he could use your automated DCs to populate the ones in Requested Rolls... Hmmmmm)
It's currently a single number field in the database: combattracker.actiondata.dc - but that could change if PC filters are added...
Ludd_G
August 3rd, 2023, 15:22
It's currently a single number field in the database: combattracker.actiondata.dc - but that could change if PC filters are added...
Thanks for the info!
Trenloe
August 3rd, 2023, 15:57
Request 2: can you make it so the set GM DC only applies to a certain character, maybe through some sort of targeting? This could be useful e.g. in exploration someone wants to identify an item and you set the DC but someone else rolls for medicine at the same time because they're treating wounds but then suddenly get the DC for the item identification. I know my players and they're very ... enthusiastic about rolling, so a targeting functionality could prevent this issue.
I think for the short term I'll make the GM DC panel only apply to Skill checks with DC = None. If there needs to be a change to a check with DC = Fixed the user can apply a manual modifier. This will hopefully make the chances of DCs interfering with background tasks like Treat Wounds and others much less.
Aineles
August 3rd, 2023, 16:42
I dont quite get the automatiation with the Diabolic Bloodline Sorcerer.
Why do i need to use the effect on the enemy + the effect on the player.
Wouldnt there jut DMGS:XX fire be enough?
Trenloe
August 3rd, 2023, 16:56
I dont quite get the automatiation with the Diabolic Bloodline Sorcerer.
Why do i need to use the effect on the enemy + the effect on the player.
Wouldnt there jut DMGS:XX fire be enough?
That effect would be enough if you only have one target. The blood magic ability only applies to one target, even if the spell targets more. Hence the recommended How to Use - which caters for applying the spell fire damage to one target when you roll damage against multiple targets. I wanted to have one process for either one or many targets, not have different processes and multiple effect buttons where only one should be used.
Muagen
August 3rd, 2023, 16:57
As the update process overwrites data in the PC record, it's good to have a backup of your PC in case it goes wrong somewhere. As mentioned elsewhere, at some point this code will go into live and so users may not have backups of their PCs. If you're happy with the update process you can delete the (copy) version - which will be before R19 updates.
Thanks for the answer. I wanted to make sure there was no downside to getting rid of the extra characters if the update was successful, as my players are curious creatures that will grab anything not nailed down in the Character select screen.
Aineles
August 3rd, 2023, 18:02
R19 is really well done :D
I tried to break it with really stupid things....
But it seems the only thing that broke is my sanity
GJ :p
Trenloe
August 3rd, 2023, 18:10
But it seems the only thing that broke is my sanity
The release was specifically timed... the stars are right!!!
Xargun
August 3rd, 2023, 21:46
If I flip over to the test version is there a way back? Or once you switch you are stuck?
Xargun
Trenloe
August 3rd, 2023, 22:09
If I flip over to the test version is there a way back? Or once you switch you are stuck?
Xargun
Switch back to live the same way you switched into test. You can manually copy the files for anything you want to take from test into live, but it might not work properly until the test code is moved into live.
webdove
August 4th, 2023, 01:21
Hi, Thank you so much for your work Trenloe.
I had been using the theme FG Dark which had the proper font glyphs for action symbols in Release 18. I noticed that they were missing with FG Dark in Release 19, but the default theme had them. Do you know if any of the other darker themes have the correct font glyphs for action symbols?
Thanks
Web
Neovirtus
August 4th, 2023, 02:21
Hi, Thank you so much for your work Trenloe.
I had been using the theme FG Dark which had the proper font glyphs for action symbols in Release 18. I noticed that they were missing with FG Dark in Release 19, but the default theme had them. Do you know if any of the other darker themes have the correct font glyphs for action symbols?
Thanks
Web
Deleted, I think I'm thinking of the wrong theme.
Trenloe
August 4th, 2023, 05:56
Hi, Thank you so much for your work Trenloe.
I had been using the theme FG Dark which had the proper font glyphs for action symbols in Release 18. I noticed that they were missing with FG Dark in Release 19, but the default theme had them. Do you know if any of the other darker themes have the correct font glyphs for action symbols?
Thanks
Web
It's working fine for me.
Please try in a brand new campaign with only the Theme: FG Dark extension enabled, no other extensions.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58410
Trenloe
August 4th, 2023, 16:51
Updated 4th August 2023:
Ruleset:
Updated:
- Reported version in chat = PF2 release 19-Test-B
- Cannot change name of "Favorites" activity class.
- Cannot drag activities to "Favorites" activity class.
- Improved inventory shield matching code.
- Moved CharManager DB event handler setup to onTabletopInit.
- Weapons with subtype ammunition won't be added to the Weapons section of the activities tab.
- Changed surround of DC number field in GM DC desktop panel - makes it more obvious it can be manually changed.
- TESTING - fixed DC skill checks aren't overridden by the GM desktop DC panel. Only skill checks with a DC = none will use the DC panel.
Added:
- Gear, Armor, Shield, Weapon, Other type radio button to item record. GM will see updated control in library data, player will only see updated control in items they own. Future data updates will migrate existing items in DLC modules.
- Improved presentation of stored damage chat messages.
Fixed:
- activity filter button toolips all one action.
- Ride side of PC inventory cutoff by tabs.
- Cantrip and focus spell use button icon missing in actions tab.
- Items with empty names in the PC inventory would cause errors during R19 data migration.
webdove
August 4th, 2023, 18:50
Hi,
I am unable to reproduce the missing action glyphs with FG Dark problem. My Apologies for the misinformation.
I am not sure if you want extension conflict information or not at this stage of testing, but I thought I would share this just in case.
Mad Nomad's MNM Core with Mad Nomad's MNM Module UI conflict with release 19, but not release 18.
The console log errors are
[8/4/2023 1:47:35 PM] [WARNING] window: Anchored static width ignored for control (author) in windowclass (moduleselection_entry)
[8/4/2023 1:47:35 PM] [ERROR] window: Control (page_info) anchoring to an undefined control (pageanchor) in windowclass (library)
[8/4/2023 1:47:35 PM] [ERROR] window: Control (page_info) anchoring to an undefined control (pageanchor) in windowclass (library)
[8/4/2023 1:47:35 PM] [ERROR] window: Control (page_info) anchoring to an undefined control (pageanchor) in windowclass (library)
Please advise if you do not want any extension conflict information, or you want it sent elsewhere.
Trenloe
August 4th, 2023, 18:53
Hi,
I am unable to reproduce the missing action glyphs with FG Dark problem. My Apologies for the misinformation.
I am not sure if you want extension conflict information or not at this stage of testing, but I thought I would share this just in case.
Mad Nomad's MNM Core with Mad Nomad's MNM Module UI conflict with release 19, but not release 18.
The console log errors are
[8/4/2023 1:47:35 PM] [WARNING] window: Anchored static width ignored for control (author) in windowclass (moduleselection_entry)
[8/4/2023 1:47:35 PM] [ERROR] window: Control (page_info) anchoring to an undefined control (pageanchor) in windowclass (library)
[8/4/2023 1:47:35 PM] [ERROR] window: Control (page_info) anchoring to an undefined control (pageanchor) in windowclass (library)
[8/4/2023 1:47:35 PM] [ERROR] window: Control (page_info) anchoring to an undefined control (pageanchor) in windowclass (library)
Please advise if you do not want any extension conflict information, or you want it sent elsewhere.
Ultimately, it's up to the extension developers to work out issues, so best to report to them - to give them a heads up if nothing else. In this case, CoreRPG is also in test, and it looks like that's causing the issue. So, I don't want to seem like I've got slopey shoulders, but - yeah, I've got slopey shoulders as far as extensions go! ;)
webdove
August 4th, 2023, 19:10
I am creating a few activities from the Advanced Player's Guide for the Investigator. Devise a Stratagem can either be Action or Free Action.
Is there a way to code that in the Activity box of the edit panel?
Trenloe
August 4th, 2023, 19:31
I am creating a few activities from the Advanced Player's Guide for the Investigator. Devise a Stratagem can either be Action or Free Action.
Is there a way to code that in the Activity box of the edit panel?
Nope. Pick one. ;)
I need to cover action ranges at some point, but not for a bit.
webdove
August 4th, 2023, 19:50
Apparent bug in Activities pop-out tab. It is failing to show the action icons which do appear in the main PC sheet.
Here is a folder with the image below and my db.xml file.
https://www.dropbox.com/scl/fo/laq844wa2frcrsnyifv9f/h?rlkey=gy09zl4zeieat3xtcou0kwuk6&dl=0
58416
webdove
August 4th, 2023, 20:21
I noticed that an updated alchemist received an action for her existing "Cheetah's Elixir - lesser" in inventory.
How do actions get added when a new potion or elixir is created or bought?
I could not find the "Acid Flask - lesser" action in the activities window or the lookup data window in order to drag it over to the alchemist's activities tab.
Trenloe
August 4th, 2023, 20:27
Would their eventually be a core rulebook action for the feat "quick bomber" that would reside in the activities tab?
Seeing as the feat already has an action assigned, it should auto create the activity under "Feat Activities".
Trenloe
August 4th, 2023, 20:28
Apparent bug in Activities pop-out tab. It is failing to show the action icons which do appear in the main PC sheet.
Here is a folder with the image below and my db.xml file.
https://www.dropbox.com/scl/fo/laq844wa2frcrsnyifv9f/h?rlkey=gy09zl4zeieat3xtcou0kwuk6&dl=0
58416
I can't reproduce. Can you see if you can recreate the issue, and provide some steps to reproduce please.
Are all of the activities in the floating window without an action icon?
webdove
August 4th, 2023, 20:36
Seeing as the feat already has an action assigned, it should auto create the activity under "Feat Activities".
Ah I did find that. Thank you. (slow learner...)
We are playing tonight so I am setting things up now.
webdove
August 4th, 2023, 20:39
I can't reproduce. Can you see if you can recreate the issue, and provide some steps to reproduce please.
Are all of the activities in the floating window without an action icon?
All I do is open the character and alt-click the activities tab.
No, only the new investigator activities lack an icon in the activities pop-out, but have an icon in the main page.
I will restart the game to see if things change.
58417
webdove
August 4th, 2023, 20:42
Ah, interesting. Restarting brought all the icons into the activities pop-out.
It is also now getting the "expl 1 min" displayed after the restart.
58418
webdove
August 4th, 2023, 20:50
I noticed that an updated alchemist received an action for her existing "Cheetah's Elixir - lesser" in inventory.
How do actions get added when a new potion or elixir is created or bought?
I could not find the "Acid Flask - lesser" action in the activities window or the lookup data window in order to drag it over to the alchemist's activities tab.
Oh cool. New potions automatically add to the activities page!
Is there a place where not potions or alchemical formula items can be added to the actions database?
Ah, nevermind. I see that the code in the item description generates the automatically added item action.
It might be more convenient if items like acid flask when they drop to 0 quantity would stay in inventory, but the actions would disappear from the activities tab. That would avoid forcing the player to drag the acid flask back over to inventory each time it is used up.
MaxAstro
August 4th, 2023, 21:55
Holy crap, this is not a drill! :D
I'm going to be converting my players over this weekend, I'll let you know how everything goes!
MaxAstro
August 4th, 2023, 22:14
First thought: The show/hide activities buttons are, to me, backwards.
Red is the color of stop/no/off, so when I see an action highlighted red, I assume that action is hidden. In fact the ones highlighted red are shown. Also: The blotch of red at the bottom of the character sheet is kinda ugly. It would be - in my opinion - both visually more appealing and also more logical if the buttons were normal if an activity was shown, and turned red when it was hidden.
Second thing: Not sure if this has been reported yet, but if you hide single action activities and then unhide them, it will "unhide" activities that are, well... off the bottom of the character sheet, resulting in activities floating in mid air below the character sheet. Can be fixed by scrolling down and then back up. Doesn't seem to happen with any activities except single action.
Farnaby
August 4th, 2023, 23:01
Converted 5th level shadow bloodline sorcerer with fighter and druid dedications.
Only the fighter was added to the Spell/Class proficiencies.
xml attached.
mwfantasygrounds
August 5th, 2023, 00:17
It might be more convenient if items like acid flask when they drop to 0 quantity would stay in inventory, but the actions would disappear from the activities tab. That would avoid forcing the player to drag the acid flask back over to inventory each time it is used up.
That might situationally be useful for alchemists, but at least with my players, having 0 quantity items in their (non-alchemist) inventory might cause more confusion than anything else.
MaxAstro
August 5th, 2023, 00:39
That might situationally be useful for alchemists, but at least with my players, having 0 quantity items in their (non-alchemist) inventory might cause more confusion than anything else.
You know, it's funny - my players never did this before, but just in my most recent game several of my players have started leaving 0 quantity items in their inventory to remind themselves of what they want to buy more of.
Trenloe
August 5th, 2023, 04:34
First thought: The show/hide activities buttons are, to me, backwards.
Red is the color of stop/no/off, so when I see an action highlighted red, I assume that action is hidden. In fact the ones highlighted red are shown. Also: The blotch of red at the bottom of the character sheet is kinda ugly. It would be - in my opinion - both visually more appealing and also more logical if the buttons were normal if an activity was shown, and turned red when it was hidden.
I think this is an individual preference thing. I see the red as the button selected (pressed down).
Second thing: Not sure if this has been reported yet, but if you hide single action activities and then unhide them, it will "unhide" activities that are, well... off the bottom of the character sheet, resulting in activities floating in mid air below the character sheet. Can be fixed by scrolling down and then back up. Doesn't seem to happen with any activities except single action.
This is something I've never seen before, but can recreate. I think it's related to the CoreRPG changes currently in test. I'll have to investigate - thanks for reporting.
Trenloe
August 5th, 2023, 04:42
Converted 5th level shadow bloodline sorcerer with fighter and druid dedications.
Only the fighter was added to the Spell/Class proficiencies.
xml attached.
That's because there isn't any of the new R19 automation in the Druid Dedication feat yet. Not all of the archetype feats have been updated for R19 yet.
Trenloe
August 5th, 2023, 04:46
It might be more convenient if items like acid flask when they drop to 0 quantity would stay in inventory, but the actions would disappear from the activities tab. That would avoid forcing the player to drag the acid flask back over to inventory each time it is used up.
It's something I considered and will look into. Currently the activity creation code is all dedicated to drag/drop (as a lot of data creation activities are within Fantasy Grounds). It won't be impossible to change that code, but as has been mentioned it may cause confusion for others.
I'll think about it (I've added it to the project task list) but I'm not promising anything...
MaxAstro
August 5th, 2023, 05:02
I think this is an individual preference thing. I see the red as the button selected (pressed down).
If you are going for a "pressed down" look, why not a dark grey or a drop shadow instead of a color that is otherwise not part of the UI anywhere? :)
Trenloe
August 5th, 2023, 05:45
If you are going for a "pressed down" look, why not a dark grey or a drop shadow instead of a color that is otherwise not part of the UI anywhere? :)
Attached are the button graphics. Would you care to change them to what you'd like to see? I'll consider any updated graphics for inclusion in the ruleset...
Aineles
August 5th, 2023, 08:15
That might situationally be useful for alchemists, but at least with my players, having 0 quantity items in their (non-alchemist) inventory might cause more confusion than anything else.
its pretty easy to solve for yourself. You just need to make a copy of the item and uncheck the use on "Apply usage" (in the Spell/Ability Effect) check. The players must manually reduce it againg but you can have it at Zero.
I did so mysefl just to make my life easier. :D I just named the item "XX Formula" to different
Farnaby
August 5th, 2023, 10:58
That's because there isn't any of the new R19 automation in the Druid Dedication feat yet. Not all of the archetype feats have been updated for R19 yet.
But shouldn't the shadow bloodline cause the arcane proficiency to appear?
Farnaby
August 5th, 2023, 11:27
FG Industrial Theme
Activities tab not picking up theme
58423
Trenloe
August 5th, 2023, 11:36
But shouldn't the shadow bloodline cause the arcane proficiency to appear?
That bloodline isn't in the core rules. Please review the bottom of post #3 for which teat data has R19 updates.
Trenloe
August 5th, 2023, 11:41
FG Industrial Theme
Activities tab not picking up theme
58423
Thanks for reporting. I'll pass this along to the theme devs at SmiteWorks.
Farnaby
August 5th, 2023, 11:54
Updated a character manually after adding an acid flask and healing potion.
The healing potion appeared in the activities under ITEM but the acid flask didn't.
I went to the inventory tab to edit items and as soon as I had clicked the edit button most off the item names disappeared and the equipped/carried icon went blank.
58424
Farnaby
August 5th, 2023, 12:00
According to post #3 all alchemical items have been converted but when I acid flask, alchemist's fire, etc. there are no actions/effects
so they aren't being added to the activities tab.
Nyarly Dude
August 5th, 2023, 12:01
Imported a character and briefly poked around. Very, very neat and seems like it'll help out a lot.
The one thing that struck me as significant in its omission was that there didn't seem to be a way to hide all the skill activities which the character lacks the proficiency to even attempt, but of course this would need to be special-cased for Lore given that it's not a single skill in that case.
Farnaby
August 5th, 2023, 12:01
That bloodline isn't in the core rules. Please review the bottom of post #3 for which teat data has R19 updates.
Sorry to have bothered you with my lack of reading skills. :o
Aineles
August 5th, 2023, 12:02
According to post #3 all alchemical items have been converted but when I acid flask, alchemist's fire, etc. there are no actions/effects
so they aren't being added to the activities tab.
Alchemical elixiers are addes bombs need to bei added manually ATM.
Farnaby
August 5th, 2023, 12:09
Alchemical elixiers are addes bombs need to bei added manually ATM.
Antidotes don't have the actions/effect either and they are alchemical items.
Trenloe
August 5th, 2023, 12:34
According to post #3 all alchemical items have been converted but when I acid flask, alchemist's fire, etc. there are no actions/effects
so they aren't being added to the activities tab.
Post #3 says "alchemical elixirs" which is a specific section in the core rules, the items you mention are in the "alchemical bombs" section.
Trenloe
August 5th, 2023, 12:41
Antidotes don't have the actions/effect either and they are alchemical items.
Let's get some terminology clear here - the alchemical items section of the Core Rules covers four different categories - alchemical bombs, alchemical elixirs, alchemical poisons and alchemical tools; only alchemical elixirs currently have activities attached, and only those that can be automated in the ruleset.
Antidotes *do* have activities attached - look at the items in the Core Rules (see screenshot below). How have you added the antidote? Was it there already and you've ran a R19 update, or are you drag/dropping a Core Rules antidote to the PC sheet?
If you ran an update, the name of the item in the inventory has to 100% match the name of the item in the Core Rules.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58426
Trenloe
August 5th, 2023, 12:44
Imported a character and briefly poked around. Very, very neat and seems like it'll help out a lot.
Thanks!
The one thing that struck me as significant in its omission was that there didn't seem to be a way to hide all the skill activities which the character lacks the proficiency to even attempt...
That's something that's on the list of things to do.
Farnaby
August 5th, 2023, 12:59
Post #3 says "alchemical elixirs" which is a specific section in the core rules, the items you mention are in the "alchemical bombs" section.
Got it, thanks.
Farnaby
August 5th, 2023, 13:34
The antidote was from a different resource, Extinction Curse AP 1
That's why it didn't show up.
webdove
August 5th, 2023, 15:29
its pretty easy to solve for yourself. You just need to make a copy of the item and uncheck the use on "Apply usage" (in the Spell/Ability Effect) check. The players must manually reduce it againg but you can have it at Zero.
I did so mysefl just to make my life easier. :D I just named the item "XX Formula" to different
I wonder if you drag a second copy onto the character and rename it in the inventory sheet if that one will be ignored by the inventory automation code.
Aineles
August 5th, 2023, 16:13
I wonder if you drag a second copy onto the character and rename it in the inventory sheet if that one will be ignored by the inventory automation code.
FG fetches the automatiation when you drag the item into the Inventory (Same with weapons etc.) you have to rename it before draggin it into the inventory. So there is no perfect solution right now but its way better than right now.
I am loving the Item Automation just made the Bombs and everything my alchy needs just makes combar run smoother.
Edit just tried it to be shure. Renamed the Elixir to asdft and used it and it just reduced the original stack :D
MaxAstro
August 5th, 2023, 16:49
Attached are the button graphics. Would you care to change them to what you'd like to see? I'll consider any updated graphics for inclusion in the ruleset...
Attached is my first shot at this. It's a little tricky not being able to see how it looks in the final interface, but I took a solid crack. I grabbed colors from other parts of the (dark mode) interface so hopefully it should blend in nicely; I have no idea how this will look in light mode, but if you like this approach I'm happy to take a look at doing light mode too.
The reaction button was by far the hardest due to being a curve that just cannot look nice at that scale without antialiasing. I ended up doing two different versions; I suspect version 2 looks better but what do you think?
I also fixed some of the unpressed buttons. I'm guessing you used Photoshop to make these; Photoshop does this incredibly aggravating thing where it thinks it's smarter than you and will partially select/partially color pixels you didn't tell it to select/color. As a result, several of the buttons had messed up transparency that's completely invisible in Photoshop but quite obvious in the final product. I attached a picture to show what I mean; the two action, three action, free action, and reaction buttons all have screwy transparency. My fixed versions should fix that (will also result in the reaction button looking a bit more black and less grey; the antialiasing on that was super aggressive. I ended up throwing away the original entirely and recreating it basically from scratch).
If you like this direction but want to see tweaks let me know and I'm happy to fiddle with it.
58429
Trenloe
August 5th, 2023, 19:02
Attached is my first shot at this. It's a little tricky not being able to see how it looks in the final interface, but I took a solid crack. I grabbed colors from other parts of the (dark mode) interface so hopefully it should blend in nicely; I have no idea how this will look in light mode, but if you like this approach I'm happy to take a look at doing light mode too.
The reaction button was by far the hardest due to being a curve that just cannot look nice at that scale without antialiasing. I ended up doing two different versions; I suspect version 2 looks better but what do you think?
I also fixed some of the unpressed buttons. I'm guessing you used Photoshop to make these; Photoshop does this incredibly aggravating thing where it thinks it's smarter than you and will partially select/partially color pixels you didn't tell it to select/color. As a result, several of the buttons had messed up transparency that's completely invisible in Photoshop but quite obvious in the final product. I attached a picture to show what I mean; the two action, three action, free action, and reaction buttons all have screwy transparency. My fixed versions should fix that (will also result in the reaction button looking a bit more black and less grey; the antialiasing on that was super aggressive. I ended up throwing away the original entirely and recreating it basically from scratch).
If you like this direction but want to see tweaks let me know and I'm happy to fiddle with it.
58429
Thanks so much for doing these. They look really good!
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58431
MaxAstro
August 5th, 2023, 20:04
Thanks so much for doing these. They look really good!
...I am presently harshly criticizing my own work now that I see it in play, but the fact that you like it I think means that I'm just doing that artist thing where I hate everything I draw when I look at it later. :P
And it's way better than the red, so I'll take it. XD
MaxAstro
August 6th, 2023, 18:38
Two requests so far:
1) For the GM skill DC panel... thing... is there a way for it to work with skill rolls instead of only activities? Sometimes it's easier to just call for "make a Medicine check" rather than creating an "examine corpse" activity. :)
2) When right clicking activities, there is no "delete" option, unlike spells. Would be nice if you could add that as a way to quickly delete activities.
Also:
The first character I upgraded (an alchemist) received all of the skill/exploration/etc activities.
However, the second character we did (a magus) only has Item and Feat activity categories and all of the skill/exploration/etc activities are missing.
EDIT: Oh! Also: Any way the bit about the activity categories having that number at the end that sorts them - any way that could be ported to spells? It's super useful.
EDIT2: Found another bug: Upon adding a new activity category, there does not seem to be any way to add activities to that category. Dragging the activity to the name of the category does nothing, dragging the activity to the blank space below the category does nothing, and there's no "add activity" button. It seems to be impossible to add activities to an empty category.
EDIT3: Also, the magus that did not upgrade correctly ALSO did not make a backup copy of the character when it tried to upgrade. So... that's bad.
EDIT4: Think I figured out what's going on. If I, the GM, update a character, it works fine. However, if the player updates their own character, the update goes horribly wrong, only adding one or two categories and not making a backup copy of the character.
EDIT5: Found another bug, I think. When adding an (updated) character to the combat tracker, under the "defense" tab, all of their defenses display as 0. If I, the GM, make an attack against them, the attack calculates correctly. However, if another player attacks them, the attack resolves as if their AC were actually zero.
Trenloe
August 6th, 2023, 20:04
Two requests so far:
1) For the GM skill DC panel... thing... is there a way for it to work with skill rolls instead of only activities? Sometimes it's easier to just call for "make a Medicine check" rather than creating an "examine corpse" activity. :)
2) When right clicking activities, there is no "delete" option, unlike spells. Would be nice if you could add that as a way to quickly delete activities.
Also:
The first character I upgraded (an alchemist) received all of the skill/exploration/etc activities.
However, the second character we did (a magus) only has Item and Feat activity categories and all of the skill/exploration/etc activities are missing.
EDIT: Oh! Also: Any way the bit about the activity categories having that number at the end that sorts them - any way that could be ported to spells? It's super useful.
EDIT2: Found another bug: Upon adding a new activity category, there does not seem to be any way to add activities to that category. Dragging the activity to the name of the category does nothing, dragging the activity to the blank space below the category does nothing, and there's no "add activity" button. It seems to be impossible to add activities to an empty category.
EDIT3: Also, the magus that did not upgrade correctly ALSO did not make a backup copy of the character when it tried to upgrade. So... that's bad.
EDIT4: Think I figured out what's going on. If I, the GM, update a character, it works fine. However, if the player updates their own character, the update goes horribly wrong, only adding one or two categories and not making a backup copy of the character.
EDIT5: Found another bug, I think. When adding an (updated) character to the combat tracker, under the "defense" tab, all of their defenses display as 0. If I, the GM, make an attack against them, the attack calculates correctly. However, if another player attacks them, the attack resolves as if their AC were actually zero.
So much in one post. I'll address these individually in further posts...
Trenloe
August 6th, 2023, 20:08
1) For the GM skill DC panel... thing... is there a way for it to work with skill rolls instead of only activities? Sometimes it's easier to just call for "make a Medicine check" rather than creating an "examine corpse" activity. :)
I'll look into it. But keep in mind that all you'll get is the success level, there'll be no result text associated because a skill check doesn't have result text.
2) When right clicking activities, there is no "delete" option, unlike spells. Would be nice if you could add that as a way to quickly delete activities.
Go into edit mode to enable deleting of activities.
MaxAstro
August 6th, 2023, 20:10
I'll look into it. But keep in mind that all you'll get is the success level, there'll be no result text associated because a skill check doesn't have result text.
Yeah, success level is really all I'm looking for here, since this is specifically for situations where I am calling for an "off label" skill check; there wouldn't be result text written in the first place!
Go into edit mode to enable deleting of activities.
I saw that, it's just a couple extra clicks and my muscle memory is used to right click delete. Not a big deal, either way, just would be convenient.
Trenloe
August 6th, 2023, 20:13
Also:
The first character I upgraded (an alchemist) received all of the skill/exploration/etc activities.
However, the second character we did (a magus) only has Item and Feat activity categories and all of the skill/exploration/etc activities are missing.
EDIT3: Also, the magus that did not upgrade correctly ALSO did not make a backup copy of the character when it tried to upgrade. So... that's bad.
EDIT4: Think I figured out what's going on. If I, the GM, update a character, it works fine. However, if the player updates their own character, the update goes horribly wrong, only adding one or two categories and not making a backup copy of the character.
As stated in the videos and in the update message, an automatic backup of the PC is only made for the GM:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58437
As there wasn't a backup of the magus we'll struggle to see what went wrong. Did they have the Core Rules module open when the PC was first opened? If the module isn't open then the base activities can't be created - this happens when the PC is first opened with 0 activities - that's when the base activities are built. If you want to recreate the base activities you'll need to delete everything from the activities tab and then restart FG (as FG caches the PC sheet). Then when you next open that PC, FG will see there aren't any base activities and will build the auto created activities. You'll then probably need to re-run the update code.
I'll add a right-click option to do the base auto-created activities.
Trenloe
August 6th, 2023, 20:14
EDIT: Oh! Also: Any way the bit about the activity categories having that number at the end that sorts them - any way that could be ported to spells? It's super useful.
Yeah, we'll do something like that at some point.
MaxAstro
August 6th, 2023, 20:18
As there wasn't a backup of the magus we'll struggle to see what went wrong. Did they have the Core Rules module open? If the module isn't open then the base activities can't be created.
I've been able to consistently recreate the issue any time I have a player do the update, so I have a couple PCs that I do have backups of. What do you need? The XML of the backup and the updated PC?
Trenloe
August 6th, 2023, 20:21
I've been able to consistently recreate the issue any time I have a player do the update, so I have a couple PCs that I do have backups of. What do you need? The XML of the backup and the updated PC?
Did they have the Core Rules module open when the PC was first opened? If the module isn't open then the base activities can't be created - this happens when the PC is first opened with 0 activities - that's when the base activities are built. If you want to recreate the base activities you'll need to delete everything from the activities tab and then restart FG (as FG caches the PC sheet). Then when you next open that PC, FG will see there aren't any base activities and will build the auto created activities. You'll then probably need to re-run the update code.
I'll add a right-click option to do the base auto-created activities.
Trenloe
August 6th, 2023, 20:23
EDIT2: Found another bug: Upon adding a new activity category, there does not seem to be any way to add activities to that category. Dragging the activity to the name of the category does nothing, dragging the activity to the blank space below the category does nothing, and there's no "add activity" button. It seems to be impossible to add activities to an empty category.
You need to create an activity section first - activities can't be added to just an activity class (category), you need to create a section - in edit mode use the right-click menu "Add Activity Section" option.
Trenloe
August 6th, 2023, 20:23
EDIT5: Found another bug, I think. When adding an (updated) character to the combat tracker, under the "defense" tab, all of their defenses display as 0. If I, the GM, make an attack against them, the attack calculates correctly. However, if another player attacks them, the attack resolves as if their AC were actually zero.
I'll look into that. Thanks for reporting.
MaxAstro
August 6th, 2023, 20:36
Did they have the Core Rules module open when the PC was first opened? If the module isn't open then the base activities can't be created - this happens when the PC is first opened with 0 activities - that's when the base activities are built. If you want to recreate the base activities you'll need to delete everything from the activities tab and then restart FG (as FG caches the PC sheet). Then when you next open that PC, FG will see there aren't any base activities and will build the auto created activities. You'll then probably need to re-run the update code.
I'll add a right-click option to do the base auto-created activities.
I am... 90% sure the player had the core rules loaded? I tested using an old campaign that finished, and it seems unlikely we went the whole length of the campaign without noticing something like that. But that player isn't available at the moment so I can't test. I will test more when I can and let you know.
It does look like the base activities not generating is perhaps the problem; the PC I most recently tested it with has "feat activities" and nothing else, but they are a Cleric and I don't think have any supported items so I'm not sure they would have gotten anything else from updating.
MaxAstro
August 6th, 2023, 20:38
You need to create an activity section first - activities can't be added to just an activity class (category), you need to create a section - in edit mode use the right-click menu "Add Activity Section" option.
Ah, I see my confusion. That option only appearing in Edit mode is a bit confusing - it's inconsistent with the spells section, which shows those options whether you are in edit mode or not.
I think a lot of the confusion I'm running into is that the Activities interface looks like the spells interface, so I'm expecting it to function like the spells interface - but there are many cases where identical results need to be achieved by different means, like the activity section requiring you to be in Edit mode for right click actions while the spells section doesn't.
Trenloe
August 6th, 2023, 20:42
It does look like the base activities not generating is perhaps the problem; the PC I most recently tested it with has "feat activities" and nothing else, but they are a Cleric and I don't think have any supported items so I'm not sure they would have gotten anything else from updating.
Feat activities will still be generated if there are feat records in the PC sheet with an "action" assigned. So this sounds like the Core Rules weren't open when the PC was first opened. I'll add a right-click menu to add the auto-creation activities as a fallback, and I'll also add a message in chat to indicate that the R19 update is being carried out without any Core Rules data, and won't flag the update as being carried out.
Trenloe
August 6th, 2023, 20:42
Ah, I see my confusion. That option only appearing in Edit mode is a bit confusing - it's inconsistent with the spells section, which shows those options whether you are in edit mode or not.
I think a lot of the confusion I'm running into is that the Activities interface looks like the spells interface, so I'm expecting it to function like the spells interface - but there are many cases where identical results need to be achieved by different means, like the activity section requiring you to be in Edit mode for right click actions while the spells section doesn't.
The spells interface will be getting locked down more in line with the Activities interface.
MaxAstro
August 6th, 2023, 20:44
Also: Spell DCs. This seems like a relatively major "conversion" issue. Upon converting a character, as far as I can tell all spells will default to Prof. Name being blank, and any effect with a blank Prof. Name will have a DC of 0. This means every PC spell, upon conversion, will have a DC of 0 - potentially dozens of spells needing to be manually fixed per PC for a high level character.
It also, if I'm not mistaken, means that the option for setting a proficiency level in the spell category is now useless.
Would it be possible to have spells default to the DC set in the spell category if Prof. Name is blank? Alternatively, an option to use that DC instead of a named proficiency as one of the options you can click through for DC - although really, a setup that doesn't require manually fixing every single spell would be ideal.
EDIT: Or maybe this was a bug? All of that PCs spells displayed as a DC of 0 (and when cast actually used that DC). However, upon manually editing one spell by changing it from a DC to attack roll + DC (I wanted to see if attack rolls were affected as well), suddenly all the spells have a DC again...
Trenloe
August 6th, 2023, 20:50
Also: Spell DCs. This seems like a relatively major "conversion" issue. Upon converting a character, as far as I can tell all spells will default to Prof. Name being blank, and any effect with a blank Prof. Name will have a DC of 0. This means every PC spell, upon conversion, will have a DC of 0 - potentially dozens of spells needing to be manually fixed per PC for a high level character.
It also, if I'm not mistaken, means that the option for setting a proficiency level in the spell category is now useless.
Would it be possible to have spells default to the DC set in the spell category if Prof. Name is blank? Alternatively, an option to use that DC instead of a named proficiency as one of the options you can click through for DC - although really, a setup that doesn't require manually fixing every single spell would be ideal.
EDIT: Or maybe this was a bug? All of that PCs spells displayed as a DC of 0 (and when cast actually used that DC). However, upon manually editing one spell by changing it from a DC to attack roll + DC (I wanted to see if attack rolls were affected as well), suddenly all the spells have a DC again...
I'll look into that.
Ludd_G
August 8th, 2023, 13:42
Hi Trenloe
would it be possible to have 'Collapse/Expand All' buttons within the different Skill/Encounter/etc Activities drop downs? Under 'Skills' there are 31 sub categories, which I would prefer collapsed as default, which takes an age, especially as how I have it set up is nullified if I ever use the main heading 'Expand/Collapse All' options. This would be a great QoL tweak for me and my players.
Thank you for all your work. R19 is really very solid so far, even playing nicely with the extensions I am hoping to use.
Cheers,
Simon
Trenloe
August 8th, 2023, 15:16
Hi Trenloe
Hello!
would it be possible to have 'Collapse/Expand All' buttons within the different Skill/Encounter/etc Activities drop downs? Under 'Skills' there are 31 sub categories, which I would prefer collapsed as default, which takes an age, especially as how I have it set up is nullified if I ever use the main heading 'Expand/Collapse All' options. This would be a great QoL tweak for me and my players.
I'll look into it. Added to the list...
Thank you for all your work. R19 is really very solid so far, even playing nicely with the extensions I am hoping to use.
Cheers,
Simon
Thanks for the feedback!
DunMas
August 8th, 2023, 19:58
Also: Spell DCs. This seems like a relatively major "conversion" issue. Upon converting a character, as far as I can tell all spells will default to Prof. Name being blank, and any effect with a blank Prof. Name will have a DC of 0. This means every PC spell, upon conversion, will have a DC of 0 - potentially dozens of spells needing to be manually fixed per PC for a high level character.
Here to report that it is doing the same for monster spells.
58453
Farnaby
August 8th, 2023, 20:17
Converted a level 5 rogue.
In the character effects sneak attack 1d6 and sneak attack 2d6 were active.
And 3d6 sneak attack damage was rolled.
58454
Farnaby
August 8th, 2023, 20:22
And one last thing for the industrial theme (sorry my players really like it)
The search bar in the activities tab overwrites the collapse all minus sign.
58465
Farnaby
August 8th, 2023, 22:24
Character conversion from GM
Elixir of Life - minor would not populate in the activities tab.
Dragging a new one from the items to the inventory works though.
Core rulebook is loaded.
58467
Trenloe
August 9th, 2023, 08:33
Here to report that it is doing the same for monster spells.
58453
Thanks for reporting this issue. It's a high priority on the list of things to fix.
Trenloe
August 9th, 2023, 08:34
Converted a level 5 rogue.
In the character effects sneak attack 1d6 and sneak attack 2d6 were active.
And 3d6 sneak attack damage was rolled.
58454
This issue is present in Release 18 - i.e. when the rogue reaches 5th level "Sneak Attack (2d6)" is added and the 1d6 entry remains. I'll add some automation code in R19 to allow replacing of lower tiered entries if the automation code is used.
Thanks for reporting the issue.
Trenloe
August 9th, 2023, 08:35
And one last thing for the industrial theme (sorry my players really like it)
The search bar in the activities tab overwrites the collapse all minus sign.
58465
Thanks for letting me know. I'll pass on to the theme devs in SmiteWorks.
Trenloe
August 9th, 2023, 08:36
Character conversion from GM
Elixir of Life - minor would not populate in the activities tab.
Dragging a new one from the items to the inventory works though.
Core rulebook is loaded.
58467
The Elixir of Life works fine for me using this character XML. Do you have any other sources open that might also have an Elixir of Life (without the R19 activities)? The FG code doesn't return the open module data in any specific order, so I'm just getting the first item that matches. I'll see about adding in some code to specifically look at the Core Rules first.
Aineles
August 9th, 2023, 11:27
Character conversion from GM
Elixir of Life - minor would not populate in the activities tab.
Dragging a new one from the items to the inventory works though.
Core rulebook is loaded.
58467
Also happend to me. Had a problem that I renamed some of the elixirs a d they didn't convert correctly. Tryed again without renaming them and it did work.
Trenloe
August 9th, 2023, 13:03
Also happend to me. Had a problem that I renamed some of the elixirs a d they didn't convert correctly. Tryed again without renaming them and it did work.
FG can only match items based off the names. If you rename them, then the match won't work. There's not much the code can do about that, as partial matches could result in false matches. You can drag items back into the PC inventory if you need to re-add them (and create the associated activities and links).
Farnaby
August 9th, 2023, 19:03
The Elixir of Life works fine for me using this character XML. Do you have any other sources open that might also have an Elixir of Life (without the R19 activities)? The FG code doesn't return the open module data in any specific order, so I'm just getting the first item that matches. I'll see about adding in some code to specifically look at the Core Rules first.
Yes, the Strength of Thousands AP 2 Spoken on the Song Wind
Aineles
August 9th, 2023, 19:16
Ok i just destroyed the Favorite activies again...
But we did manage di recreate it.
When both the GM and the Player favorite and unfevorite at the same time. (I know its stupid).
It breaks again.
Here the Img + the Charater
58474
(ttried with a new (blank) character and it still occurs)
Trenloe
August 9th, 2023, 19:21
Ok i just destroyed the Favorite activies again...
But we did manage di recreate it.
When both the GM and the Player favorite and unfevorite at the same time. (I know its stupid).
It breaks again.
Here the Img + the Charater
58474
(ttried with a new (blank) character and it still occurs)
What version of the ruleset are you running? The version is listed in the chat window - are you on 19-Test-A or 19-Test-B?
Aineles
August 9th, 2023, 19:35
Im using (PF release 19-Test-B)
Trenloe
August 9th, 2023, 19:51
Ok i just destroyed the Favorite activies again...
But we did manage di recreate it.
When both the GM and the Player favorite and unfevorite at the same time. (I know its stupid).
It breaks again.
Here the Img + the Charater
58474
(ttried with a new (blank) character and it still occurs)
Can you provide exact steps to reproduce this please?
Aineles
August 9th, 2023, 20:00
Can you provide exact steps to reproduce this please?
Player and myself are playing around with the favorite acitivites same character same time.
We seemd to click on the same thing at the same time when we recreated we just clicked both at the same times like maniacs.
One player favorites things the other unfavorites.
I wasnt able to recreate it solo.
In life play i dont need to use the favorite bar of my players so its just a testing thing :D
Trenloe
August 9th, 2023, 20:04
Player and myself are playing around with the favorite acitivites same character same time.
We seemd to click on the same thing at the same time when we recreated we just clicked both at the same times like maniacs.
One player favorites things the other unfavorites.
I wasnt able to recreate it solo.
In life play i dont need to use the favorite bar of my players so its just a testing thing :D
I appreciate the testing and feedback. I imagine that links between records in Fantasy Grounds will probably break if the GM and player are specifically trying to break them by clicking like maniacs.
Artrem
August 9th, 2023, 20:29
Can you provide exact steps to reproduce this please?
Player and myself are playing around with the favorite acitivites same character same time.
We seemd to click on the same thing at the same time when we recreated we just clicked both at the same times like maniacs.
One player favorites things the other unfavorites.
I wasnt able to recreate it solo.
In life play i dont need to use the favorite bar of my players so its just a testing thing :D
We had a similar issue last night while testing with a host and separate client. We couldn't reproduce the issue, but had it occurred on only one of the three character sheets we were working on produce the same header issue. We also were both working within the activities tab of the character sheet in question.
We will try to see if we can reproduce it with the steps tonight.
Artrem
August 9th, 2023, 20:31
Trenloe,
Issue we noted yesterday was with the character sheet activities tab. I included a link to a short youtube vid that shows the interface and what occurred.
- Client was connected via ip address to host (video was from host)
- Abomination Vaults, and various PF2e modules were opened, core book was open.
- The issue is character sheet; activities tab and the mode filter at the bottom of tab.
- Client side (host was not in the activities tab of the character sheet) intially everything worked fine with filtering and could click through "Mode" without any issues seeing each mode and correctly filtering (All->Encounter->Exploration->Downtime-> - ).
- Host side (client was not in the activities tab of the character sheet) intially everything worked fine with filtering and could click through "Mode" without any issues seeing each mode and correctly filtering (All->Encounter->Exploration->Downtime-> - ).
- However, if the host was on the activities tab while the client using different mode options, they reported that mode would only filter by All and -.
- As host I tried to filter after this point with mode and it would do the same thing by filtering by All and - only.
- If host or client closed the character sheet after this occurring, it would continue with same result for whoever still had character sheet open of only going to All or -.
- If character sheet was released from client and then reopened by client with host not in the character sheet, it would still have the same result of only All or -.
- However, if the client disconnected and returned then opened the character sheet, it would work properly for the client. It still did not work for the host.
- If the host was in the activities tab with client reconnected, the issue would reoccur.
- This process was tested with several different character sheets and reproduced on each character sheet as stated above.
- We also noted that the host also could access any other tabs in the character sheet while client was on activities tab and the issue would not occur, but once the activities tab was accessed by the host while client was in activities tab it was reproduced.
(Incidentally, you can see the activity head label issue address previously - the Elixir of Life -minor is from core rulebook and Elixir of Life - Minor was from abomination vaults modules)
Video has no sound, but you can see the client changing the options of mode and the results from the host screen. Then you can see when the mouse is over mode selection, that is the host changing the mode.
Hope this helps, we love R19! Any additional information is needed, happy to help (thank you for your patience as I am not a coder or do QA so not the best at describing the issue at hand).
https://youtu.be/C-EKYyL1-tk
Artrem
Trenloe
August 9th, 2023, 20:49
Trenloe,
Issue we noted yesterday was with the character sheet activities tab. I included a link to a short youtube vid that shows the interface and what occurred.
- Client was connected via ip address to host (video was from host)
- Abomination Vaults, and various PF2e modules were opened, core book was open.
- The issue is character sheet; activities tab and the mode filter at the bottom of tab.
- Client side (host was not in the activities tab of the character sheet) intially everything worked fine with filtering and could click through "Mode" without any issues seeing each mode and correctly filtering (All->Encounter->Exploration->Downtime-> - ).
- Host side (client was not in the activities tab of the character sheet) intially everything worked fine with filtering and could click through "Mode" without any issues seeing each mode and correctly filtering (All->Encounter->Exploration->Downtime-> - ).
- However, if the host was on the activities tab while the client using different mode options, they reported that mode would only filter by All and -.
- As host I tried to filter after this point with mode and it would do the same thing by filtering by All and - only.
- If host or client closed the character sheet after this occurring, it would continue with same result for whoever still had character sheet open of only going to All or -.
- If character sheet was released from client and then reopened by client with host not in the character sheet, it would still have the same result of only All or -.
- However, if the client disconnected and returned then opened the character sheet, it would work properly for the client. It still did not work for the host.
- If the host was in the activities tab with client reconnected, the issue would reoccur.
- This process was tested with several different character sheets and reproduced on each character sheet as stated above.
- We also noted that the host also could access any other tabs in the character sheet while client was on activities tab and the issue would not occur, but once the activities tab was accessed by the host while client was in activities tab it was reproduced.
(Incidentally, you can see the activity head label issue address previously - the Elixir of Life -minor is from core rulebook and Elixir of Life - Minor was from abomination vaults modules)
Video has no sound, but you can see the client changing the options of mode and the results from the host screen. Then you can see when the mouse is over mode selection, that is the host changing the mode.
Hope this helps, we love R19! Any additional information is needed, happy to help (thank you for your patience as I am not a coder or do QA so not the best at describing the issue at hand).
https://youtu.be/C-EKYyL1-tk
Artrem
Thanks for the detailed information and the videos.
I'm going to have to redesign the activities tab so those controls aren't database fields - I had wanted them as db fields to that settings would maintain across sessions, but that's not going to work with the GM and player accessing them at the same time.
Artrem
August 9th, 2023, 21:07
Yea, we decided that the host just wouldn't enter that tab when playtesting and see how it goes.
Love the options there though, Add action automation -> add skill automation is amazing! Maybe in a future release it could be added to spells action automation in the actions tab as well for spells that use skill checks to determine success i.e. Bard level 1 Lingering Composition. :)
Great work again!
Trenloe
August 9th, 2023, 21:15
Maybe in a future release it could be added to spells action automation in the actions tab as well for spells that use skill checks to determine success i.e. Bard level 1 Lingering Composition. :)
It's on the list... :)
Great work again!
Thank you!
Farnaby
August 10th, 2023, 10:13
Thanks for the detailed information and the videos.
I'm going to have to redesign the activities tab so those controls aren't database fields - I had wanted them as db fields to that settings would maintain across sessions, but that's not going to work with the GM and player accessing them at the same time.
I have experienced the exact same thing.
Do you need character xml?
Trenloe
August 10th, 2023, 11:05
I have experienced the exact same thing.
Do you need character xml?
No thanks. It's nothing specific to a PC, it's the process detailed by @Artrem.
Aineles
August 10th, 2023, 16:51
58500
When you creat a spell in R19 you can add now skill checks.
If you add them you get an empty line.
The same lines are in some spell for example here Aberrant form Left is the normal in the middle is the copy.
In a character sheet i cant add the skill check only in the spell tab.
Trenloe
August 10th, 2023, 17:00
58500
When you creat a spell in R19 you can add now skill checks.
If you add them you get an empty line.
The same lines are in some spell for example here Aberrant form Left is the normal in the middle is the copy.
In a character sheet i cant add the skill check only in the spell tab.
I haven't fully migrated the new "stuff" to spells yet. But the GUI has inherited it in some areas. I didn't want to fully migrate the code to spells until it had been tested in activities. So, for now, just ignore the new stuff in spells please.
timg
August 10th, 2023, 17:09
Thanks for all of the hard work on this. It is really exciting to see it coming together.
I have seen a couple of feats/abilities not showing up:
* Nimble Dodge feat I would have expected to see action buttons and a Feat Activity entry for, but nothing is there
* Same for Bon Mot - I would expect a number of effects here and there are none
* Witch spells in the combat tracker seem to be missing the upgrade path (I assume because there is a choice involved there?)
As more general comments go:
* It looks like I can add activities to a section (like Feat Activities) but cannot edit the name of the added activity. I can add actions to it fine and edit them normally. Ran into this trying to handle adding some missing ones above.
* Have you considered critical effects for weapon types? Currently my players have "spells" to handle them, but they would make more sense elsewhere (ideally in the weapon sections). It would be great to have 1h/2h options for weapons like Katana as well.
* How would you recommend adding custom "character activities" like Reflection of Life which is pretty central in Extinction Curse?
* Same question again for custom class activities like "holding panache", precise strike, finishers, etc for swashbucklers?
Trenloe
August 10th, 2023, 17:19
Thanks for all of the hard work on this. It is really exciting to see it coming together.
I have seen a couple of feats/abilities not showing up:
* Nimble Dodge feat I would have expected to see action buttons and a Feat Activity entry for, but nothing is there
* Same for Bon Mot - I would expect a number of effects here and there are none
* Witch spells in the combat tracker seem to be missing the upgrade path (I assume because there is a choice involved there?)
A few quick answers here - I'll respond on more detail to the post in general when I have more time.
Nimble Dodge has an effect action embedded within for the test core rules. Did you not see the activity being created as part of an upgrade to R19 or when manually adding the feat to a PC?
Bon Mot is from the APG - this test specifically only covers a subset of Core Rules data - see the bottom of post #3 for details of what's currently covered.
I'm not sure what you mean regarding "witch spells in the combat tracker" - can you provide more details please? But, bear in mind that the witch class is from the APG, so there's no R19 updates for that in the test channel.
Aineles
August 10th, 2023, 19:18
Nimble Dodge has an effect action embedded within for the test core rules. Did you not see the activity being created as part of an upgrade to R19 or when manually adding the feat to a PC?
Nimble Dodge didnt correctly upgrade in my game either. But adding it manually created the ability.
Other question ist der a posibillity to include flat checks in activities? Wanted to add a flat dc 17 for unstable actions (i have no problem with rolling it manually but i like everything automated :D)
Montis
August 10th, 2023, 23:02
The issue with Nimble Dodge might be that it exists in the APG as well (Swashbuckler) and therefore might not use the correct one as only the CRB is currently covered.
timg
August 11th, 2023, 01:37
A few quick answers here - I'll respond on more detail to the post in general when I have more time.
Nimble Dodge has an effect action embedded within for the test core rules. Did you not see the activity being created as part of an upgrade to R19 or when manually adding the feat to a PC?
Bon Mot is from the APG - this test specifically only covers a subset of Core Rules data - see the bottom of post #3 for details of what's currently covered.
I'm not sure what you mean regarding "witch spells in the combat tracker" - can you provide more details please? But, bear in mind that the witch class is from the APG, so there's no R19 updates for that in the test channel.
As others said, most of my issues seem to be from APG features (witch/swashbuckler/feats). The "witch spells" comment was around the combat section not including the spell attack/save sections after upgrading the witch character - they were there for all of my other spell casters.
On the manually adding your own activities to fix things front, I was unable to enter text into the activity I added into the Feat activities section. Is this a known issue or likely a user error at my end?
Trenloe
August 11th, 2023, 08:46
The issue with Nimble Dodge might be that it exists in the APG as well (Swashbuckler) and therefore might not use the correct one as only the CRB is currently covered.
Ah, yes. That will be the reason. The update codes searches all open modules for feats based off the name. If there is more than one match, then FG will filter those matches on traits. So, in this case, if you have the APG open it will return the APG Nimble Dodge for a swashbuckler.
Trenloe
August 11th, 2023, 08:59
* It looks like I can add activities to a section (like Feat Activities) but cannot edit the name of the added activity. I can add actions to it fine and edit them normally. Ran into this trying to handle adding some missing ones above.
Once you've created the activity open the link to the activity data and you can edit the name there - make sure the record is unlocked.
* Have you considered critical effects for weapon types? Currently my players have "spells" to handle them, but they would make more sense elsewhere (ideally in the weapon sections). It would be great to have 1h/2h options for weapons like Katana as well.
We'll look at critical effects in the future.
* How would you recommend adding custom "character activities" like Reflection of Life which is pretty central in Extinction Curse?
Apply any overnight/long term rest additions manually - right click on the character sheet and select "overnight rest" the appropriate number of times, this doesn't affect the expiring effects in the CT.
* Same question again for custom class activities like "holding panache", precise strike, finishers, etc for swashbucklers?
I haven't looked at the swashbuckler as for as R19 goes, so I can't comment on how to approach that as there may be changes in the code. For now, I'd say handle those the most convenient way to you and your players.
Trenloe
August 11th, 2023, 09:04
As others said, most of my issues seem to be from APG features (witch/swashbuckler/feats).
As you've probably seen, a lot of what R19 does requires the data to be coded into the FG record. This test cycle only uses a subset of data from the Core Rules.
The "witch spells" comment was around the combat section not including the spell attack/save sections after upgrading the witch character - they were there for all of my other spell casters.
Thanks for clarifying, I was thrown by the "combat tracker" comment. FG attempts to get the base spell DC and spell attack proficiency from the text of the class entry - but the witch doesn't have the details there, it requires additional code in the patron themes to set the proficiency.
On the manually adding your own activities to fix things front, I was unable to enter text into the activity I added into the Feat activities section. Is this a known issue or likely a user error at my end?
Open up the activity record by clicking on the link (on the far right, after the magnifying glass), unlock the record and you can edit all of the activity data there.
Farnaby
August 11th, 2023, 12:52
During our game on wednesday we were testing the favourites and
one of my players got the <<activity label header>> text.
58504
We tested some more and today I opened his character in a separate player instance and saw that
the feat and skill activities he had favourited and then unfavourited left a blank skill.
58505
Player xml file included.
Trenloe
August 11th, 2023, 13:07
During our game on wednesday we were testing the favourites and
one of my players got the <<activity label header>> text.
Do you know what they were doing when this happened?
The only reproducible steps we've had is the GM and player adding/removing favorites at the same time.
Farnaby
August 11th, 2023, 14:09
Do you know what they were doing when this happened?
The only reproducible steps we've had is the GM and player adding/removing favorites at the same time.
I might have had the players sheet open to watch but I'm not sure.
The player just clicked on the star.
I had another player as well but it didn't happen to them.
I'll let my players in both groups know to tell me as soon as it happens.
Trenloe
August 11th, 2023, 15:03
I might have had the players sheet open to watch but I'm not sure.
The player just clicked on the star.
I can now recreate the issue if the GM has opened that PC sheet and also the Activities tab - FG caches all of that data, so just opening it once will register event handlers that stay in place even if the GM closes the PC sheet.
Thanks for the info, I'll investigate a fix...
Trenloe
August 11th, 2023, 16:15
Run an update in the test channel to get the current test release of the PFRPG2 ruleset and Pathfinder 2 Core Rules.
PFRPG2 ruleset changes
Updated:
- Version reported in chat to v2023-08 (PF2 release 19-Test-C)
- PC activities filter button graphics
- Moved Apply All Actions button to the right side of Activity mini-actions display.
- Background tint for expand/collapse buttons
- Construct default activities exits (with a message in chat and chargen tracker) if the Core Rules module isn't open.
Added:
- "Don't remove zero count items" option to inventory - activites that reduce the item count to zero won't remove the item from the activities list or the inventory.
- Right-click menu option to the chargen tracker: rebuild base activities.
- "REPLACE" PC automation type - allows replacing existing entries in the same list - example: rogue "Sneak Attack (2d6)" replaces "Sneak Attack (1d6)"
- R19 update records checked against Core Rules module first.
Fixed:
- Cyclic update for item count activities if PC and GM had activities tab open and changed the item count.
- GM/Player activity mode/filter buttons and display setting now unique to each FG session - i.e. these settings aren't stored in the database anymore.
- Spell DC wouldn't display for new PCs and for existing NPCs.
Core Rules change
Added:
- REPLACE automation for rogue sneak attack entries.
DunMas
August 11th, 2023, 20:57
Fixed:
- Cyclic update for item count activities if PC and GM had activities tab open and changed the item count.
- GM/Player activity mode/filter buttons and display setting now unique to each FG session - i.e. these settings aren't stored in the database anymore.
- Spell DC wouldn't display for new PCs and for existing NPCs.
Lovely. These were pretty much my only sore spots in testing it out so far, so to see them cleaned up so quickly puts a smile on my face.
Farnaby
August 12th, 2023, 05:54
When viewing the activities tab some activities appear below the window.
This happens in the All and Exploration mode but only if the scroll bar is at the top and it goes away after you have scrolled through once and scroll back to the top again.
Scrolling through a second time does not show any glitch.
Cycle through the modes and it shows up again, but only if the scroll bar is at the top!
If the scroll bar is in another position when changing mode, the glitches do not show up.
This is in r19 test C - no extensions - only core rules module loaded.
58512
Farnaby
August 12th, 2023, 05:54
Graphical Glitch
When viewing the activities tab some activities appear below the window.
This happens in the All and Exploration mode but only if the scroll bar is at the top and it goes away after you have scrolled through once and scroll back to the top again.
Scrolling through a second time does not show any glitch.
58517
This is both before and after a character rebuild!
Farnaby
August 12th, 2023, 05:58
r19 - Test - C
Blank campaign - no extensions - Only core rulebook module loaded
Rebuild Glitch
When rebuilding an imported character there are a few problems that occur:
Torches are duplicated
The 1d6 sneak attack is removed in the Abilities tab but in the Combat tab is not removed but replaced with the 2d6 sneak attack so that the 2d6 attack is featured twice.
The Inventory tab is rearranged, item names are blank, carried/equipped is blank.
I have tried 3 different characters, all with the same problem.
1 Barbarian, one Rogue and Merisiel imported from the Iconics module.
Merisiel before:
58518 58519
After:
58520 58521
Attached Merisiel xml after rebuild
Farnaby
August 12th, 2023, 06:11
Here the Barbarian.
Before rebuild:
58523 58524
After rebuild:
58525 58526
Farnaby
August 12th, 2023, 06:12
Here the barbarian xml files, before and after rebuild.
Farnaby
August 12th, 2023, 06:14
Here my Rogue before and after
Before:
58529 58530
After:
58531 58532
Farnaby
August 12th, 2023, 06:15
And here are the Rogue xml files before and after the rebuild.
Trenloe
August 12th, 2023, 07:10
When viewing the activities tab some activities appear below the window.
This happens in the All and Exploration mode but only if the scroll bar is at the top and it goes away after you have scrolled through once and scroll back to the top again.
Scrolling through a second time does not show any glitch.
Cycle through the modes and it shows up again, but only if the scroll bar is at the top!
If the scroll bar is in another position when changing mode, the glitches do not show up.
This is in r19 test C - no extensions - only core rules module loaded.
58512
Thanks for reporting. This has been reported before, but the additional information regarding the scroll bar being at the top will help in reliably reproducing the issue. This is being caused by changes to CoreRPG currently in test. I'm working with Smiteworks to identify and fix the issue.
Trenloe
August 12th, 2023, 07:24
r19 - Test - C
Blank campaign - no extensions - Only core rulebook module loaded
Rebuild Glitch
When rebuilding an imported character there are a few problems that occur:
Torches are duplicated
The 1d6 sneak attack is removed in the Abilities tab but in the Combat tab is not removed but replaced with the 2d6 sneak attack so that the 2d6 attack is featured twice.
The Inventory tab is rearranged, item names are blank, carried/equipped is blank.
I have tried 3 different characters, all with the same problem.
1 Barbarian, one Rogue and Merisiel imported from the Iconics module.
...
Attached Merisiel xml after rebuild
Thanks for providing detailed information and the character XML. I'll investigate and work on fixes.
Farnaby
August 12th, 2023, 09:10
Question from one of my players.
Would it be possible in the activities tab to have the name of the activity be multi-line or word-wrap?
This would save precious screen real estate for other stuff.
58535
Farnaby
August 12th, 2023, 12:36
Where are the GM buttons on top of the combat tracker so I could expand the effects, defence, etc. of everyone?
Trenloe
August 12th, 2023, 18:31
Where are the GM buttons on top of the combat tracker so I could expand the effects, defence, etc. of everyone?
They haven't been there for a few months - a CoreRPG change in live.
Trenloe
August 13th, 2023, 14:20
Question from one of my players.
Would it be possible in the activities tab to have the name of the activity be multi-line or word-wrap?
This would save precious screen real estate for other stuff.
58535
Sure!
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58541
MaxAstro
August 13th, 2023, 18:54
Update on the "DCs appearing as 0" issue:
With more testing, it looks like what is going on is that if "Prof. Name" is blank, then the "Spell DC" setting instead defaults to the proficiency set in the category's Tradition field. This is relatively smart, but it is still a bit confusing as the whole section of the spell category field that sets DC is never used. It also means that if the tradition is set to none - as might be the case for a collections of scrolls of various traditions that the character activates with Trick Magic Item, for example - the DC will be 0.
It would be nice if setting the tradition to none caused the DC to default to the settings in the spell category, to handle edge cases like this.
MaxAstro
August 13th, 2023, 20:13
Something else I've noticed, unsure if related to R19: Effects in the combat tracker are slow to update. If I add an effect to a character while the effects list is collapsed, it doesn't show up until I expand and then re-collapse the effects list. Even adding another effect doesn't cause it to update, but once I expand+collapse all the effects show up.
This seems to only be a display issue.
MaxAstro
August 13th, 2023, 20:28
I am also getting a script execution error whenever I try to roll the damage for a spell with persistent damage: [string "PFRPG2:scripts/manager_action_damage.lua"]:297: attempt to index field '?' (a nil value)
I am in the middle of running game right now so I can't be 100% sure this isn't a bug from an extension; I will test after game to see if it happens without extensions.
EDIT: Also, ALT+click and drag is no longer "planning" a move when I move tokens; it's working identically to if I don't hold ALT.
EDIT2: Actually, Alt+click suddenly started working for me again a couple moments later. I'll let you know if I find a way to reliably reproduce.
Trenloe
August 13th, 2023, 20:49
I am also getting a script execution error whenever I try to roll the damage for a spell with persistent damage: [string "PFRPG2:scripts/manager_action_damage.lua"]:297: attempt to index field '?' (a nil value)
What's the exact setup for the damage action?
EDIT: Also, ALT+click and drag is no longer "planning" a move when I move tokens; it's working identically to if I don't hold ALT.
EDIT2: Actually, Alt+click suddenly started working for me again a couple moments later. I'll let you know if I find a way to reliably reproduce.
This is standard CoreRPG functionality - if you can reproduce please post a new thread in the laboratory forum for this.
MaxAstro
August 13th, 2023, 22:07
What's the exact setup for the damage action?
Attached a picture. I believe this is the default Produce Flame spell's persistent damage. The bug also occurs if I add "persistent" to the fire damage that the spell normally deals.
One of my players is still taking post-session notes, and then I'll be able to test without any extensions.
58543
Trenloe
August 13th, 2023, 22:22
Attached a picture. I believe this is the default Produce Flame spell's persistent damage. The bug also occurs if I add "persistent" to the fire damage that the spell normally deals.
One of my players is still taking post-session notes, and then I'll be able to test without any extensions.
58543
It's the release 19 DMGDIESTEP effect code. It expects some damage, but if the whole damage entry is persistent damage that gets stripped out, as persistent damage is handled via an effect.
I'll update the code to handle this better. If you're going to use that spell any time soon, remove the persistent damage entry and add an effect: PERS: 1d4 fire
Thanks for reporting the issue and providing further details!
Farnaby
August 13th, 2023, 22:45
That would be great, how do I turn this on?
Trenloe
August 14th, 2023, 10:24
That would be great, how do I turn this on?
Not sure what you're referring to - what are you wanting to turn on?
Trenloe
August 14th, 2023, 10:27
Run an update in the test channel to get the current test release of the PFRPG2 ruleset.
PFRPG2 ruleset changes
Updated:
- Test-D version tracker chat message
- GM and Player activities tab view independent: activities tab filters use GUI controls - i.e. no longer use database.
- Character effects - check for duplicate before adding.
- Activity class header respects edit mode.
- Favorites activity class header set to read only.
- Activity names wrap in PC sheet activities tab.
Fixed:
- Inventory list: item names blank for updated items if the inventory had been opened before updating the PC.
- Better handling of R19 data updates
- Script error when applying damage action with purely persistent damage
Trenloe
August 14th, 2023, 10:35
When rebuilding an imported character there are a few problems that occur:
Torches are duplicated
The 1d6 sneak attack is removed in the Abilities tab but in the Combat tab is not removed but replaced with the 2d6 sneak attack so that the 2d6 attack is featured twice.
The Inventory tab is rearranged, item names are blank, carried/equipped is blank.
These issues should be fixed in Test-D released August 11th. Thanks again for reporting the issues and providing all the test data!
Trenloe
August 14th, 2023, 10:37
When viewing the activities tab some activities appear below the window.
This happens in the All and Exploration mode but only if the scroll bar is at the top and it goes away after you have scrolled through once and scroll back to the top again.
Scrolling through a second time does not show any glitch.
Cycle through the modes and it shows up again, but only if the scroll bar is at the top!
If the scroll bar is in another position when changing mode, the glitches do not show up.
This is in r19 test C - no extensions - only core rules module loaded.
58512
I've reported this to Smiteworks and it's something they've noticed in the past (not specific to the PF2 ruleset) but they've never had a good way of reproducing the issue. Now they have that - thanks to you providing the clear steps! Smiteworks have some other tasks on their plate right now, so I don't know when this will be addressed at this point...
Trenloe
August 14th, 2023, 16:44
Run an update in the test channel to get the current test release of the PFRPG2 ruleset.
PFRPG2 ruleset changes
Updated:
- Chat version = Test-E
- Favorites button functionality changed to be database triggered - improves GM/Player view of favorite activities
Fixed:
- New favorites section header blank when GM and Player had the activities tab open.
- GM/Player view of favorite activities could get out of sync
Trenloe
August 14th, 2023, 16:47
During our game on wednesday we were testing the favourites and
one of my players got the <<activity label header>> text.
58504
We tested some more and today I opened his character in a separate player instance and saw that
the feat and skill activities he had favourited and then unfavourited left a blank skill.
58505
Player xml file included.
These should now be fixed with Test-E release: https://www.fantasygrounds.com/forums/showthread.php?78709-Release-19-Test-channel-information&p=694959&viewfull=1#post694959
Ludd_G
August 17th, 2023, 00:13
Hi Trenloe,
Just a quick caveat that whilst I'm quite well acquainted with FGU, I'm still all at sea learning PF2e, so any observations I make may well be down to a misunderstanding of the actual rules...
I'm just trying to learn how hide/sneak etc works, both within the rules and how those rules are implemented in R19, and I think the 'apply all actions' for Hide and Sneak is set wrong in that if I'm successful it is set for 'ETTS' which is giving the target a DC11 Flat Check to be hit by me, even though I'm the one hidden/unobserved, plus it gets +2 defensive bonus, as though it is hidden/unobserved from me. If I change the effect to 'ETTT' it correctly gives the target -2 defence, as if it were flat footed to me.
Am I misunderstanding how this should be working?
Cheers,
Simon
Trenloe
August 17th, 2023, 07:58
I'm just trying to learn how hide/sneak etc works, both within the rules and how those rules are implemented in R19, and I think the 'apply all actions' for Hide and Sneak is set wrong in that if I'm successful it is set for 'ETTS' which is giving the target a DC11 Flat Check to be hit by me, even though I'm the one hidden/unobserved, plus it gets +2 defensive bonus, as though it is hidden/unobserved from me. If I change the effect to 'ETTT' it correctly gives the target -2 defence, as if it were flat footed to me.
Am I misunderstanding how this should be working?
You're totally correct how it should work, just an error in entering the data. Thanks for making me aware of the issue, I'll get that fixed.
Chidgey
August 17th, 2023, 21:10
Is it possible to change this update to not destroy the existing action object and action window (I.e. /openwindow masterindex action). I have lots of content in modules and campaigns that use the old action mechanism and currently on update this is all lost. Is it possible to leave the old mechanism and add the new activity alternative alongside it so that the task of copying items from the old system to the new is possible.
Trenloe
August 17th, 2023, 22:38
Is it possible to change this update to not destroy the existing action object and action window (I.e. /openwindow masterindex action). I have lots of content in modules and campaigns that use the old action mechanism and currently on update this is all lost. Is it possible to leave the old mechanism and add the new activity alternative alongside it so that the task of copying items from the old system to the new is possible.
Ouch... I know you won't want to hear it, but that wasn't a great idea. I've mentioned in the past "...in theory, that entered data might all break in the future..." and (release notes for an update): "Made the actions campaign data lists hidden as this data is not fully implemented yet and could change in future releases." and "It will probably change when the underlying actions are implemented. I wouldn’t put too much work into entering anything there as I can’t guarantee how it will change in future." See this thread: https://www.fantasygrounds.com/forums/showthread.php?51927-Explanation-of-Action-Tab
I'll investigate if it's possible to add it back in without too much work. But, if I do add it back in, this will be provided as is - i.e. unsupported, with best effort (but no guarantee) break/fix in future; therefore I'd recommend migrating away from using it.
Chidgey
August 18th, 2023, 00:15
Yeah that's fine I just want a easier way of copying it from one to the other.
Trenloe
August 18th, 2023, 11:58
Yeah that's fine I just want a easier way of copying it from one to the other.
It's proving a not insignificant task to provide the very old action functionality within the ruleset. And I really don't want this to be in the ruleset moving forwards - otherwise I'll keep having to code around this or we'll have the same issue at some point in the future.
EDIT: I've worked most of the morning just on this (will be available in R19 Test-F - hopefully later today - August 18th):
The very old "action" record type will be available again via the /openwindow command - note that the GUI for the actions won't display 100% correctly, e.g. the magnifying glass icon will be in the wrong place, I don't intend to address GUI issues for this in R19.
Added functionality to drag/drop action records to the "Activities" campaign data list - this will make a best fit copy of the action in an activity record.
The "action" record type will be removed at some point in the future - it'll be a way off, and we'll give notice. This record type won't be supported - access is only being re-introduced to Release 19 to allow migration to activities.
Migrate any data you have in actions to activity records moving forwards - drag/drop to create copies. Please do this ASAP - to make sure you have a backup you can migrate the actions to activities and then create a module.
I'm sure it's pretty clear, but I just want to make this very clear (sorry for laboring the point, I want to avoid any possible future data loss and development cycles) - actions are no longer supported. They weren't supported as of November 2019. Once release 19 hits the live channel, migrate all of the action records you currently use to activity records (drag/drop) - make a big backup module of the migrated activities if you want to keep all of your data somewhere for use in the future.
Aineles
August 18th, 2023, 14:54
Was just trying to make a new character and when i use the tracker (Add to PC Button) im getting an error message.
I can still drag and drop the things onto the char.
Aineles
August 18th, 2023, 15:04
And at the same time.
My players see the class dc as 0 and it works as 0.
And when i as GM open the same character i see the correct class dc and it also works correctly.
EDIT: and when i add a spell class to a non caster character the spell class DC=0 and with a new character where i only add wizard it works correct...
58576
Trenloe
August 18th, 2023, 15:07
Was just trying to make a new character and when i use the tracker (Add to PC Button) im getting an error message.
I can still drag and drop the things onto the char.
Thanks for reporting and providing the logs. This seems to be caused by a recent test CoreRPG update. I'll need to investigate...
EDIT: fixed. Hopefully the fix will make it into an update I'd already requested for later today...
Trenloe
August 18th, 2023, 15:54
My players see the class dc as 0 and it works as 0.
And when i as GM open the same character i see the correct class dc and it also works correctly.
This is probably a case of the GUI not refreshing on the player side - I'll investigate that. If they trigger a DC from one of the spells, does it use 0 or the correct value?
EDIT: and when i add a spell class to a non caster character the spell class DC=0 and with a new character where i only add wizard it works correct...
The proficiency bonuses come from the Spell and Class proficiencies on the PC combat tab. If you manually add a spell class to a non spell caster then it won't have a matching proficiency and so will have a DC of 0.
Moon Wizard
August 18th, 2023, 15:56
Latest update has been pushed to Test channel per @Trenloe's request.
Regards,
JPG
Trenloe
August 18th, 2023, 16:02
Run an update in the test channel to get the current test release of the PFRPG2 ruleset.
PFRPG2 ruleset changes
Added:
- "critical" damage type to custom dice. Note: this will not override dice set for base types.
Updated:
- FHEAL chat action icon changed to heal red cross icon.
- Temporarily re-introduced the old (hidden in November 2019) action record and ability to copy to activity record. "action" is still hidden. Do not add new action records - these will be completely removed from the ruleset in time. Copy to activities and use from there.
Fixed:
- attempt to index field 'pclink' error when clicking the "Add to PC" button in a grouped list.
Aineles
August 18th, 2023, 16:58
This is probably a case of the GUI not refreshing on the player side - I'll investigate that. If they trigger a DC from one of the spells, does it use 0 or the correct value?
It does use 0 as value
The proficiency bonuses come from the Spell and Class proficiencies on the PC combat tab. If you manually add a spell class to a non spell caster then it won't have a matching proficiency and so will have a DC of 0.
Ok thx just tried it and it worked thx!
Note for dualclassing. Just founde out the i need to change the spell/class Proficiencies to the actual modifier key just takes the modifiyer out of the tracker (duh) sometime is feel stupid :D
Trenloe
August 18th, 2023, 17:44
It does use 0 as value
Please export the PC and post it here...
Aineles
August 18th, 2023, 18:42
Please export the PC and post it here...
It does not happen with a specific PC. We tried it with an completley new one. Just a lvl 1 Wizard with Acid bust and fireball changed the save to class DC
Posting the one where we found the problem (it is the same that he uses sinse R19 launch im waiting for the release to make these PC´s new) custom Spell Explosion
Aineles
August 18th, 2023, 19:04
Can you expand on what you're doing here please?
We just wanted to see if the PC is broken so we made a blank one.
Lvl 1 wizard everything random. Added the spell acid burst and fireball just to have spells the require a save.
Changed the save from spell DC to class DC if we can repoduce the problem.
Im seeing the correct DC the player doesnt.5858058581
Just tried it with and activity. Same Problem pic 14 is GM pic 15 is from the Player.
Hope i could clarify it somehow :D
Trenloe
August 18th, 2023, 19:10
It does not happen with a specific PC. We tried it with an completley new one. Just a lvl 1 Wizard with Acid bust and fireball changed the save to class DC
Posting the one where we found the problem (it is the same that he uses sinse R19 launch im waiting for the release to make these PC´s new) custom Spell Explosion
The reason why class DC isn't working properly for Digby is that they have a level 0 investigator as the first PC class (see below). Remove the Investigator and it should work OK.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58582
Trenloe
August 18th, 2023, 19:10
We just wanted to see if the PC is broken so we made a blank one.
Lvl 1 wizard everything random. Added the spell acid burst and fireball just to have spells the require a save.
Changed the save from spell DC to class DC if we can repoduce the problem.
Im seeing the correct DC the player doesnt.5858058581
Just tried it with and activity. Same Problem pic 14 is GM pic 15 is from the Player.
Hope i could clarify it somehow :D
Who makes the change - player or GM?
Aineles
August 18th, 2023, 19:16
The reason why class DC isn't working properly for Digby is that they have a level 0 investigator as the first PC class (see below). Remove the Investigator and it should work OK.
Just deleted it didnt work.
But i just figured out when i type Inventor beneath the class DC it seems to fix it.
58583
Aineles
August 18th, 2023, 19:17
Who makes the change - player or GM?
The GM is making the changes.
Trenloe
August 18th, 2023, 20:53
Just deleted it didnt work.
But i just figured out when i type Inventor beneath the class DC it seems to fix it.
58583
You shouldn't have to do this. Ultimately, as I've mentioned, the code doesn't support multiple classes - and this PC has multiple classes assigned to it. The system will look for the first class assigned to the PC and then get the name from that class record - in the case of the Inventor class it looks like the Guns & Gears module wasn't open. I can change that code to be a bit more reliable (i.e not needing the module open), but it's only ran when the PC sheet is first opened (closing it and re-opening during the same sessions won't help as it's cached) or when the DC cycler is changed. Try deleting the Investigator class (if you haven't already) and then cycle the DC control, or restart the FG session.
Trenloe
August 18th, 2023, 20:56
The GM is making the changes.
That's probably the cause - the other side not syncing. I'm trying to move away from underlying database code as that is getting bloated and creates issues (like the ones reported earlier for the activities tab), but I'll look into triggering back end updates for DC changes.
MaxAstro
August 20th, 2023, 18:21
By the way:
I was eventually able to determine that the issue I was having with characters not converting correctly was likely due to the MNM Module UI extension. With that extension enabled, players were getting R19 errors about the Core Rules not being loaded even though the Core Rules were loaded. I disabled the extension and the errors went away.
Although oddly at least one character that had activity conversion issues was in a campaign that didn't have that extension loaded, so... not entirely sure. But definitely that extension is causing issues with R19 - just a warning to anyone else who uses it. Ironically the main thing the extension is supposed to do is make sure players have modules loaded. XD
MaxAstro
August 20th, 2023, 18:27
Also, a question:
Are Lores eventually going to be supported for Activities?
MaxAstro
August 20th, 2023, 20:29
Two more bugs to report:
1) Spells that deal persistent spell damage are formatting the damage incorrectly when applying the effect. For example, instead of Produce Flame applying "1d4 fire, spell" persistent damage, it is applying "1d4 firespell" persistent damage.
2) I mentioned this before but I didn't see you reply to it - the issue with newly added effects not showing up in Combat Tracker until you expand+collapse the effect view is still happening.
Trenloe
August 21st, 2023, 10:58
By the way:
I was eventually able to determine that the issue I was having with characters not converting correctly was likely due to the MNM Module UI extension. With that extension enabled, players were getting R19 errors about the Core Rules not being loaded even though the Core Rules were loaded. I disabled the extension and the errors went away.
Although oddly at least one character that had activity conversion issues was in a campaign that didn't have that extension loaded, so... not entirely sure. But definitely that extension is causing issues with R19 - just a warning to anyone else who uses it. Ironically the main thing the extension is supposed to do is make sure players have modules loaded. XD
Thanks for letting us know about the issue with this extension. As it's a third party paid for extension which I don't own, there's not much I can do about it I'm afraid.
Trenloe
August 21st, 2023, 10:58
Also, a question:
Are Lores eventually going to be supported for Activities?
Yes, eventually.
Trenloe
August 21st, 2023, 11:08
1) Spells that deal persistent spell damage are formatting the damage incorrectly when applying the effect. For example, instead of Produce Flame applying "1d4 fire, spell" persistent damage, it is applying "1d4 firespell" persistent damage.
This was fixed in Test-D. If you still see the issue in a campaign with no extensions enabled, please provide steps to reproduce.
2) I mentioned this before but I didn't see you reply to it - the issue with newly added effects not showing up in Combat Tracker until you expand+collapse the effect view is still happening.
I can't reproduce this. Please provide steps to reproduce in a campaign with no extensions enabled.
MaxAstro
August 21st, 2023, 16:39
This was fixed in Test-D. If you still see the issue in a campaign with no extensions enabled, please provide steps to reproduce.
I'm definitely getting this in a no-extension campaign.
Steps to reproduce:
1) Add the core rules spell "Produce Flame" to a character.
2) Grab the persistent damage from the spell and drag it to a character in the combat tracker.
3) The effect that is added to the character reads "PERS: 1d4 firespell" instead of "PERS: 1d4 fire,spell" (or however many dice based on character level; 7 dice for the level 13 character I used to test)
I can't reproduce this. Please provide steps to reproduce in a campaign with no extensions enabled.
The effect issue, on the other hand - sorry. My sleep-deprived brain apparently hallucinated that I tested it without extensions. This one is definitely extension-related.
Trenloe
August 21st, 2023, 16:57
I'm definitely getting this in a no-extension campaign.
Steps to reproduce:
1) Add the core rules spell "Produce Flame" to a character.
2) Grab the persistent damage from the spell and drag it to a character in the combat tracker.
3) The effect that is added to the character reads "PERS: 1d4 firespell" instead of "PERS: 1d4 fire,spell" (or however many dice based on character level; 7 dice for the level 13 character I used to test)
Ah, OK - I see where the issue is. This will be fixed in the next release. Thanks for reporting and double checking!
webdove
August 24th, 2023, 21:55
Hi Trenloe, I am unable to remove favorites << activity header labels >> which occurred when favorites was not working several weeks ago.
https://www.dropbox.com/scl/fi/0wr1b3uo4ifxit4bz1km3/favorites-activity-headers.png?rlkey=lk4hnpjevb29p8xlrkb4owj77&dl=0
Also I cannot seem to upload png images anymore so I put the image in my dropbox.
I also cannot edit the numeric label at the right hand end of the activities/Favorites header in order to move it to the top.
webdove
August 24th, 2023, 22:40
Is is possible for the GM to brighten a dark map in order to be able to read it better without affecting what the players see? I am working on the infested caverns in the first book of Strength of Thousands.
Trenloe
August 24th, 2023, 22:43
Hi Trenloe, I am unable to remove favorites << activity header labels >> which occurred when favorites was not working several weeks ago.
I also cannot edit the numeric label at the right hand end of the activities/Favorites header in order to move it to the top.
I've now made the favorites read-only, to prevent unwanted changes that could break the favorites functionality. Unfortunately, this means that PCs with a previous error, or where the order had been manually edited, won't be able to reverse those changes.
You could try removing all entries from the Favorites section and then restarting Fantasy Grounds - so that FG will reset the list. I'm not sure if this will work 100% as I don't have a PC with this issue to test. If it doesn't work, please upload the PC XML here and I'll see about a way to fix it.
Trenloe
August 24th, 2023, 22:47
Is is possible for the GM to brighten a dark map in order to be able to read it better without affecting what the players see? I am working on the infested caverns in the first book of Strength of Thousands.
Create an fx layer with type = "Adjust colors". Then make that layer invisible to the players - and adjust the brightness/colors on the fx layer as needed.
webdove
August 24th, 2023, 23:18
Thank you for the adjust colors suggestion.
Here is the character with the favorites problem: https://www.dropbox.com/scl/fi/v0b5a6yh8t3i7goo9klqh/Barry.xml?rlkey=toutig5yj3o5gemd9fyc17732&dl=0
webdove
August 25th, 2023, 19:01
I noticed a bug that applies excess hidden effects when a PC hides with multiple targets.
If there are two targets there is one excess effect applied. If there are three targets there are two excess effects applied.
https://www.dropbox.com/scl/fi/jbqf7pyhyrpmr0v6hb9pu/excess-hidden-effects-applied.png?rlkey=t8ibkhmz8n1vel4vaun6aoaoi&dl=0
(I am still unable to upload png images to the forum. Is something broken?)
Trenloe
August 25th, 2023, 19:39
I noticed a bug that applies excess hidden effects when a PC hides with multiple targets.
If there are two targets there is one excess effect applied. If there are three targets there are two excess effects applied.
https://www.dropbox.com/scl/fi/jbqf7pyhyrpmr0v6hb9pu/excess-hidden-effects-applied.png?rlkey=t8ibkhmz8n1vel4vaun6aoaoi&dl=0
(I am still unable to upload png images to the forum. Is something broken?)
Thanks for reporting. That's been a high priority issue for me to fix for a while - it needs me to dig deep into complex code.
Third one down in the issues list here: https://freedcamp.com/view/3259233/tasks
webdove
August 25th, 2023, 19:50
Hi Trenloe, I am unable to remove favorites << activity header labels >> which occurred when favorites was not working several weeks ago.
https://www.dropbox.com/scl/fi/0wr1b3uo4ifxit4bz1km3/favorites-activity-headers.png?rlkey=lk4hnpjevb29p8xlrkb4owj77&dl=0
Also I cannot seem to upload png images anymore so I put the image in my dropbox.
I also cannot edit the numeric label at the right hand end of the activities/Favorites header in order to move it to the top.
I removed id-00006 at line 6571 for activitiesicon "favorite" and reloaded the character. That seems to have fixed it.
Trenloe
August 25th, 2023, 20:05
I removed id-00006 at line 6571 for activitiesicon "favorite" and reloaded the character. That seems to have fixed it.
Yep, that'll do it. Sorry I didn't get round to having a look myself - today's been crazy.
webdove
August 25th, 2023, 20:36
Take a deep breath and look at the clouds (or stars if they are out)
webdove
August 25th, 2023, 21:15
Shouldn't rogue activities include sneak attack? Having to remember to go to the combat tab each time is awkward for newbies.
Trenloe
August 25th, 2023, 21:19
Shouldn't rogue activities include sneak attack? Having to remember to go to the combat tab each time is awkward for newbies.
It should be programmed in as a character effect on the Combat tab. As long as the target has the flat-footed effect, or a condition that results in them being flat-footed, then the precision damage should be applied when a damage action is rolled against the target.
What situation requires the players to go to the combat tab?
webdove
August 25th, 2023, 21:58
It should be programmed in as a character effect on the Combat tab. As long as the target has the flat-footed effect, or a condition that results in them being flat-footed, then the precision damage should be applied when a damage action is rolled against the target.
What situation requires the players to go to the combat tab?
Ah. I misconstrued the how to use text to mean switch it on each sneak attack, not switch it when the weapon is changed and no longer does sneak attack.
Sorry about that.
webdove
August 25th, 2023, 22:04
I love the new hide mechanics with ETTS. How do I use them with an NPC?
It would be amazing if the GM could just open the activities window and invoke an action like Hide from there for the active CT NPC
webdove
August 25th, 2023, 23:44
To anyone who is online at this hour: I am starting a session in an hour and I have no idea how to trigger any automated activities like hide or sneak for NPCs. Is that still all manual rolls and dragging from the effects panel for NPC's in this rev?
Trenloe
August 26th, 2023, 01:09
To anyone who is online at this hour: I am starting a session in an hour and I have no idea how to trigger any automated activities like hide or sneak for NPCs. Is that still all manual rolls and dragging from the effects panel for NPC's in this rev?
Activities are only for PCs at present.
webdove
August 26th, 2023, 04:35
Thanks. I await much joy in the future.
webdove
August 26th, 2023, 20:34
FG$19b When I initially drag a PC the CT entry is broken
https://www.dropbox.com/scl/fi/qee3kh4pgt8jyn3jgb7a3/init-CT-entry-bad-reload-fixes-it.png?rlkey=snono2x9udordc88kdpqyp8p3&dl=0
webdove
August 27th, 2023, 00:31
FG$19F Damage 1 acid+1 acid, splash not triggering weakness, damage 1 acid, splash does
webdove
August 27th, 2023, 01:05
FG$19f on hide ETTS hidden on target is hiding the target and not the actor. The text should read "is treating the target"
Gwaihir Scout
August 27th, 2023, 03:24
I switched my game over to Test to try things out. Here are two issues we had. We reconfirmed these problems after turning off all extensions.
Treat Wounds doesn't work right when not targeting yourself. It'll roll the critical success effect in addition to the correct result.
The oracle had broken spell DCs, all set to zero and impossible to fix by toggling settings. This also applied to a self-created spell class on the bard.
Trenloe
August 27th, 2023, 12:22
Thanks for the feedback.
Treat Wounds doesn't work right when not targeting yourself. It'll roll the critical success effect in addition to the correct result.
Sounds like someone has accidentally clicked on the success level field for critical success (CS) and changed it to "S" (success).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58643
The oracle had broken spell DCs, all set to zero and impossible to fix by toggling settings. This also applied to a self-created spell class on the bard.
I've fixed the issue with not being able to change the spell and class DCs and spell attacks - it'll be in the next release.
Trenloe
August 27th, 2023, 12:31
FG$19b When I initially drag a PC the CT entry is broken
https://www.dropbox.com/scl/fi/qee3kh4pgt8jyn3jgb7a3/init-CT-entry-bad-reload-fixes-it.png?rlkey=snono2x9udordc88kdpqyp8p3&dl=0
Thanks for reporting. It's been a long running issue (identified in February), but it's not an easy fix. The issue resolves itself the first time the PC is activated (their turn in the initiative order) or if you click the attack button (sword icon).
Trenloe
August 27th, 2023, 12:40
FG$19F Damage 1 acid+1 acid, splash not triggering weakness, damage 1 acid, splash does
Thanks for reporting, I'll look into that.
Trenloe
August 27th, 2023, 12:46
FG$19f on hide ETTS hidden on target is hiding the target and not the actor. The text should read "is treating the target"
Thanks for reporting. I'll change those effect to ETTT in a future Core Rules release. For PCs that have activities already created, change the effects manually to ETTT.
Gwaihir Scout
August 27th, 2023, 14:54
Sounds like someone has accidentally clicked on the success level field for critical success (CS) and changed it to "S" (success).
Wasn't that. But now I can't duplicate the issue, so the problem must have been on the player's end. Maybe from forgetting to switch to the Test version before joining.
webdove
August 27th, 2023, 16:42
Thanks for reporting. I'll change those effect to ETTT in a future Core Rules release. For PCs that have activities already created, change the effects manually to ETTT.
I changed ETTS to ETTT and now hide applies HIDDEN to Merisiel with a target of Hobgoblin. If I attack the hobgoblin it has ac -2 (as if it was flat-footed, though that effect is not explicit on the hobgoblin). However, f I do damage with a finesse weapon vs the hobgoblin I do not get sneak attack damage (an error). I have to apply flat-footed explicitly to the hobgoblin in order for Merisiel to get her sneak attack damage.
It sounds like the conditional tests for an attack by an ETTT Hidden PC is picking up that HIDDEN (without FLAT-FOOTED) should yield -2 AC on targets, but not that HIDDEN (without FLAT-FOOTED) should also yield sneak attack damage if applicable.
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