View Full Version : Release 19 - Information and feedback
Montis
January 15th, 2024, 09:22
The effect tag [2LVL] (and [3LVL] etc) does not seem to be working. [LVL] and [HLVL] work fine, as does for example "2 [LVL]" for doing level +2. Only the level times X tag seems to be broken.
My test effect is: "RESIST: [2LVL] all". When dragged from an activity to a PC, it continues to just read "RESIST: [2LVL] all" and provides no resistance. If I change it to "RESIST: [LVL] all" then when dragged to a PC it correctly becomes "RESIST: 3 all" for i.e. a 3rd level PC.
This is on the test channel with no extensions enabled.
On an only semi-related note, it would be nice if tags like [LVL] were parsed no matter where in an effect text they appeared, instead of only after an effect keyword. I'm trying to (in addition to the resistance effect) create an effect for tracking the remaining hit points of a spell effect that has [2LVL] hit points when created.
I've successfully used syntax like [LVL] [LVL]. It's a bit more text but otherwise works well enough :)
MaxAstro
January 15th, 2024, 18:39
I've successfully used syntax like [LVL] [LVL]. It's a bit more text but otherwise works well enough :)
Good to know there is a workaround but I imagine Trenloe will still want to fix the underlying bug. :)
Trenloe
January 15th, 2024, 19:22
Good to know there is a workaround but I imagine Trenloe will still want to fix the underlying bug. :)
I would imagine he does... :)
rickyhunt
January 16th, 2024, 14:31
The effect tag [2LVL] (and [3LVL] etc) does not seem to be working. [LVL] and [HLVL] work fine, as does for example "2 [LVL]" for doing level +2. Only the level times X tag seems to be broken.
My test effect is: "RESIST: [2LVL] all". When dragged from an activity to a PC, it continues to just read "RESIST: [2LVL] all" and provides no resistance. If I change it to "RESIST: [LVL] all" then when dragged to a PC it correctly becomes "RESIST: 3 all" for i.e. a 3rd level PC.
This is on the test channel with no extensions enabled.
On an only semi-related note, it would be nice if tags like [LVL] were parsed no matter where in an effect text they appeared, instead of only after an effect keyword. I'm trying to (in addition to the resistance effect) create an effect for tracking the remaining hit points of a spell effect that has [2LVL] hit points when created.
I asked about the same issue on the Discord and someone showed me something that worked, despite being completely undocumented. I was making a resistance and used RESIST: [2LVL] cold. What worked was RESIST: [2LVL], cold. You have to add the comma after the [2LVL].
MaxAstro
January 18th, 2024, 21:54
Small consistency thing with damage parsing:
In a creature or weapon entry, "persistent bleed" will be interpreted correctly as persistent bleed damage. However, in a damage action for a spell or activity, "persistent bleed" will fail to parse and the damage must be entered as "bleed,persistent" to work correctly.
Trenloe
January 18th, 2024, 22:09
Small consistency thing with damage parsing:
In a creature or weapon entry, "persistent bleed" will be interpreted correctly as persistent bleed damage. However, in a damage action for a spell or activity, "persistent bleed" will fail to parse and the damage must be entered as "bleed,persistent" to work correctly.
Thanks for pointing that out. I'll look into it...
Trenloe
January 22nd, 2024, 09:53
Good to know there is a workaround but I imagine Trenloe will still want to fix the underlying bug. :)
It probably won't get fixed in a future release. The best "fix" would break data with a space - e.g. "cold iron" damage types. So the syntax going forward will require a comma. I'll re-visit it again in the future, but this is complex code and I don't want to make drastic changes that could break other already existing effects. I'll get the Wiki page updated regarding the need for a comma.
MaxAstro
January 22nd, 2024, 23:54
It probably won't get fixed in a future release. The best "fix" would break data with a space - e.g. "cold iron" damage types. So the syntax going forward will require a comma. I'll re-visit it again in the future, but this is complex code and I don't want to make drastic changes that could break other already existing effects. I'll get the Wiki page updated regarding the need for a comma.
Weird that for example [LVL] works without the comma but [2LVL] doesn't. FG's underlying code must be... a heck of a sight to behold. :P
Trenloe
January 23rd, 2024, 12:23
Weird that for example [LVL] works without the comma but [2LVL] doesn't.
Good point, I was more concentrating on the space being the issue. I'll delve into the code again...
Trenloe
January 23rd, 2024, 19:45
Issue with extra effect data after [xLVL] entries has been fixed: https://www.fantasygrounds.com/forums/showthread.php?80142-Release-Updates-for-January-23rd-2024
It was deep within a complex regular expression - but the fix is pretty risk free for existing effects, so I got it updated today.
MaxAstro
January 29th, 2024, 19:45
Traits with spaces in them (i.e. "ranged trip") are only parsed correctly if a comma is present in the traits list, even if there is only one trait.
For example: A feat with just "ranged trip" in its trait entry will instead show the trait description for "trip" when double-clicked - I'm assuming it's parsing "ranged" and "trip" as separate traits. However, if you put "ranged trip, dwarf" or even just "ranged trip," then the trait will parse correctly.
MaxAstro
January 29th, 2024, 20:17
Also: If the name of an ancestry contains a space, something in the heritage code breaks and the ancestry is not offered heritage choices when taken.
EDIT: Breaks ancestry feat selection too.
EDIT2: This is all on test channel btw.
Trenloe
January 31st, 2024, 18:51
Traits with spaces in them (i.e. "ranged trip") are only parsed correctly if a comma is present in the traits list, even if there is only one trait.
For example: A feat with just "ranged trip" in its trait entry will instead show the trait description for "trip" when double-clicked - I'm assuming it's parsing "ranged" and "trip" as separate traits. However, if you put "ranged trip, dwarf" or even just "ranged trip," then the trait will parse correctly.
The code is there to support legacy data where traits were initially separated by spaces, as no traits had two words in the initial playtest and Core Rules; the first multi-word trait was "sea devil" in the Bestiary. But we need to be able to support older trait separation (i.e. spaces), so the code makes a generic assumption that if there isn't a comma in the traits then it's using space separation, which is not always a correct assumption as this edge case shows.
I'll review the code to see if I can make more reliable without impacting performance.
Trenloe
January 31st, 2024, 18:52
Also: If the name of an ancestry contains a space, something in the heritage code breaks and the ancestry is not offered heritage choices when taken.
EDIT: Breaks ancestry feat selection too.
EDIT2: This is all on test channel btw.
Thanks for reporting. I don't think Paizo has any multi-word ancestries, so this hasn't come up before. I'll get this fixed in a future release.
webdove
January 31st, 2024, 21:39
Here is an effect bug with flat-footed and poisoned (png attached)
Trenloe
January 31st, 2024, 21:45
Here is an effect bug with flat-footed and poisoned (png attached)
There's a lot of information in that screenshot. Can you give specifics of the issue please?
EDIT: Sorry, I had to zoom in to see the additional details. I'll investigate...
webdove
January 31st, 2024, 21:54
Not sure if this belongs in the Release 19 thread.
We are playing Strength of Thousands where people get a free dedication. Several non-wizard people picked wizard dedication. They are all level 6 at the moment. When I look in actions at Wizard spellcasting for different players, some have Caster level 3, some have 4 some have 6.
I don't see where the caster level is determined for wizard archetypes. Why would they be different and what should they be?
Trenloe
January 31st, 2024, 22:03
Here is an effect bug with flat-footed and poisoned (png attached)
The issue is that "poisoned" is not a standard condition - it's a custom condition. Refer to the Conditions list in the Wiki effects page here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects
As poisoned is custom, you need to indicate the custom condition: IFT: CUSTOM(poisoned); DMG: 1d6 precision This is detailed in the "conditional operators" section.
webdove
February 1st, 2024, 02:10
I understand. What started this was Grippli Skirmishers from the Strength of Thousands/Spoken on the Song Wind Wily Attack feature. The rulebook text for it says:
The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison.
The module automation for Wily Attack says:
"afflicted by a poison"|Effect: Poisoned
PermEffect:IFT: flat-footed; DMG: 1d6 precision
PermEffect:IFT: poisoned; DMG: d6 precision
Is there a proper coding for "is afflicted by a poison" or is that just not automatable at the moment?
Also, why does "IFT: poisoned;" ever trigger if that is not a valid condition. I would think that it would just be ignored during execution.
webdove
February 1st, 2024, 02:19
I posted about this in the generic DLC issue thread.
webdove
February 1st, 2024, 02:49
The grippli code for their poison includes adding the custom poisoned condition.
"Fortitude DC 21"|Save: Fortitude[DC:21]
"Maximum Duration 6 rounds"|Effect: Baneback Poison; Poisoned[D:6]
"Stage 1"|Effect: Stage 1 - 1d4 poison damage and stupefied 1 (1 round)
"1d4 poison damage"|Damage: 1d4 poison
"stupefied 1"|Effect: Stupefied: 1[D:1]
"Stage 2"|Effect: Stage 2 - 2d4 poison damage and stupefied 2 (1 round)
"2d4 poison damage"|Damage: 2d4 poison
"stupefied 2"|Effect: Stupefied: 2[D:1]
"Stage 3"|Effect: Stage 3 - 2d4 poison damage, stupefied 3, and flat-footed (1 round)
"stupefied 3, and flat-footed"|Effect: Stupefied: 3; Flat-footed[D:1]
I changed the Wily Attack code to:
"afflicted by a poison"|Effect: Poisoned
PermEffect:IFT: flat-footed; DMG: 1d6 precision
PermEffect:IFT: CUSTOM(poisoned); DMG: d6 precision
Which worked properly for the weapon attacked.
However, when I applied the "Damage: 2d4 poison" from the affliction, that also got 2d6 precision damage added which seems wrong since it is not an attack.
Is there a way to conditionally code the precision damage from flat-footed or CUSTOM(poisoned) so it is not applied to the affliction damage rolls?
Trenloe
February 1st, 2024, 02:51
Is there a proper coding for "is afflicted by a poison" or is that just not automatable at the moment?
There's not a reliable way to track this. As "poisoned", or something similar, isn't standard PF2 terminology it can't be reliably checked.
Also, why does "IFT: poisoned;" ever trigger if that is not a valid condition. I would think that it would just be ignored during execution.
As IFT: poisoned isn't valid, it is indeed ignored - but that then means that anything after will always apply. This is how the base FG code is written for IF/IFT conditional checks.
Trenloe
February 1st, 2024, 02:55
However, when I applied the "Damage: 2d4 poison" from the affliction, that also got 2d6 precision damage added which seems wrong since it is not an attack.
Is there a way to conditionally code the precision damage from flat-footed or CUSTOM(poisoned) so it is not applied to the affliction damage rolls?
DMG effects apply to all damage actions. As the poison damage action is coming from the grippli, it's going to apply any effect that applies to the grippli. So, the only way to do this currently is to temporarily disable the IFT effects.
In the future, afflictions will be handled separately, and so this shouldn't be an issue when that is implemented - no ETA at this point.
webdove
February 1st, 2024, 02:58
For a damage clause to "look back" to understand the source of the damage and conditionally apply itself is probably way too hard.
webdove
February 1st, 2024, 03:01
Fair enough. The only other way for it to work is if a rogue attack vs a flat-footed creature triggered something that added a single-roll precision damage effect to the attacker and I don't see any way to do that either.
Does the "Sneak Attack" class feature for rogues get around this problem somehow, or will they get precision damage from spell damage vs a flat-footed target?
Trenloe
February 1st, 2024, 18:29
Does the "Sneak Attack" class feature for rogues get around this problem somehow, or will they get precision damage from spell damage vs a flat-footed target?
Sneak attack uses standard IFT and DMG clauses, so it any applies to non-spell damage, as DMGS is the effect that applies to spell damage.
webdove
February 1st, 2024, 20:14
Hi Trenloe,
Here is a possible automation parsing bug in PFRPG2.
The Grippli Skirmisher NPC sheet/Wily Attack/Automation code says:
(I have added the CUSTOM clause myself)
"afflicted by a poison"|Effect: Poisoned
PermEffect:IFT: flat-footed; DMG: 1d6 precision
PermEffect:IFT: CUSTOM(poisoned); DMG: 1d6 precision
This translates in the CT to:
IFT: flat-footed; DMG: 1d6 precision; IFT: CUSTOM(poisoned); DMG: 1d6 precision
Since PFRPG2 will ignore the rest of the line if the first condition fails then it requires both flat-footed AND poisoned for the poisoned/precision to trigger.
Assuming there is no way to put two independent conditionals on a single line then the correctly parsed CT entry should be two lines instead of one:
IFT: flat-footed; DMG: 1d6 precision;
IFT: CUSTOM(poisoned); DMG: 1d6 precision
Is there a workaround by modifying the text of the NPC sheet/Wily Attack/Automation code that would fix this for my game tomorrow or will I have to wait for a bug fix?
webdove
February 1st, 2024, 20:19
When I test with: IFT: flat-footed; DMG: 1d6 precision
and click on the CT clause: Damage: 2d4 poison
I get added precision damage.
If I change the tested effect to: IFT: flat-footed; DMG: 1d6 melee, precision
and click on the CT clause: Damage: 2d4 poison
I do not get added precision damage.
This was Max Astro's suggestion
Trenloe
February 2nd, 2024, 15:21
Hi Trenloe,
Here is a possible automation parsing bug in PFRPG2.
The Grippli Skirmisher NPC sheet/Wily Attack/Automation code says:
(I have added the CUSTOM clause myself)
"afflicted by a poison"|Effect: Poisoned
PermEffect:IFT: flat-footed; DMG: 1d6 precision
PermEffect:IFT: CUSTOM(poisoned); DMG: 1d6 precision
This translates in the CT to:
IFT: flat-footed; DMG: 1d6 precision; IFT: CUSTOM(poisoned); DMG: 1d6 precision
Since PFRPG2 will ignore the rest of the line if the first condition fails then it requires both flat-footed AND poisoned for the poisoned/precision to trigger.
Assuming there is no way to put two independent conditionals on a single line then the correctly parsed CT entry should be two lines instead of one:
IFT: flat-footed; DMG: 1d6 precision;
IFT: CUSTOM(poisoned); DMG: 1d6 precision
Is there a workaround by modifying the text of the NPC sheet/Wily Attack/Automation code that would fix this for my game tomorrow or will I have to wait for a bug fix?
The only workaround is to manually change the effects once the NPC is in the CT.
I'll get a ruleset update to split the PERMEFFECT effects into different lines in a future release.
webdove
February 3rd, 2024, 23:01
Hi Trenloe,
A question about Activities preset the MA buttons.
Last night a monk was using trip and on the following attack he was clicking the middle button on his "powerful fist" as he usually does which resulted in a double application of the MA penalty.
Should players avoid using the middle or right attack button on their PC sheet because now attack activities are presetting the MA buttons?
Also, it is a little confusing for the player since if they trip first, the MA#2 is preset. If they trip again the MA#3 button is preset.
Whereas if they attack first and then trip only the MA#2 button is preset when it should be the MA#3 button.
What is the intended user "use case" for MA buttons and strike actions?
Web
Trenloe
February 3rd, 2024, 23:28
What is the intended user "use case" for MA buttons and strike actions?
Basically, the player should be keeping track of what MAP level they are at. If they're using the 1, 2 and 3 hard coded weapon attack entries then they should ensure that the MA# buttons aren't set (click on the button if it is set to reset it). Similarly, if they're using the MA# buttons, then it's up to them to check that they are correct. As there are various feats/abilities that allow a PC to attack twice but only increase MAP once, or increase MAP after the two attacks, MAP is not automatically increased as it would mess up those abilities.
Whereas if they attack first and then trip only the MA#2 button is preset when it should be the MA#3 button.
For this example, the player should have checked the MA# buttons and set MA#2 before using the trip activity.
webdove
February 3rd, 2024, 23:29
Resetting an NPC spells tab.
Last night I accidentally clicked the last circle on a jinxer spell tab and all the spells at that level disappeared.
Is it possible to reset the slots for that level or to prevent the spells from disappearing when all the circles at that level are checked?
webdove
February 3rd, 2024, 23:31
Thank you. I will pass that on about using the MA buttons.
MaxAstro
February 3rd, 2024, 23:42
As there are various feats/abilities that allow a PC to attack twice but only increase MAP once, or increase MAP after the two attacks, MAP is not automatically increased as it would mess up those abilities.
This is a little counterintuitive with the fact that activities like Trip do automatically increase MAP. I have had PCs more than a few times accidentally attack at the wrong MAP because they forgot that activities auto-advance it. I almost feel like for consistency's sake activities shouldn't do it automatically either?
Trenloe
February 3rd, 2024, 23:45
Resetting an NPC spells tab.
Last night I accidentally clicked the last circle on a jinxer spell tab and all the spells at that level disappeared.
Is it possible to reset the slots for that level or to prevent the spells from disappearing when all the circles at that level are checked?
The NPC spells are in "Combat" mode if the NPC record is locked, which hides spells that are used/cannot be cast. Unlock the NPC and change to standard or preparation to see all of the spells.
webdove
February 4th, 2024, 05:16
The NPC spells are in "Combat" mode if the NPC record is locked, which hides spells that are used/cannot be cast. Unlock the NPC and change to standard or preparation to see all of the spells.
Oh Sweet!! Thank you, thank you
MaxAstro
February 5th, 2024, 19:15
Also: If the name of an ancestry contains a space, something in the heritage code breaks and the ancestry is not offered heritage choices when taken.
EDIT: Breaks ancestry feat selection too.
EDIT2: This is all on test channel btw.
Update on this after a LOT more testing: Heritages handle having spaces in them just fine, actually; the problem I was seeing was caused by the ancestry having two different abilities that were both being interpreted by the program as heritage abilities.
However, a fair amount of weirdness does happen with spaces in traits regarding ancestry feats, and also with underscores, which I tried as an alternative to spaces. If the ancestry has a space in it, the ancestry feats list on the tracker will not find the ancestry feats with the corresponding trait correctly, as far as I can tell. If the ancestry instead uses an underscore (i.e. "Intelligent_Weapon") then the tracker finds the feats correctly. However, the feat window's "filter by trait" functionality gets confused and does not list Intelligent_Weapon as a valid trait to filter by. Removing the underscore entirely ("IntelligentWeapon") fixes this issue, but of course also requires that the ancestry name not have a space either.
webdove
February 6th, 2024, 19:33
The only workaround is to manually change the effects once the NPC is in the CT.
I'll get a ruleset update to split the PERMEFFECT effects into different lines in a future release.
Here is a review of our discussion
Grippli Ability:
extra 1d6 precision damage to flat-footed creatures and creatures [afflicted by a poison].
Revised NPC sheet automation:
"afflicted by a poison"|Effect: Poisoned
PermEffect:IFT: flat-footed; DMG: 1d6 melee, ranged, precision (avoids triggering precision on poison damage)
PermEffect:IFT: CUSTOM(poisoned); DMG: d6 melee, ranged, precision (corrected to a CUSTOM tag, avoids triggering precision on poison damage)
Future CT automation
IFT: flat-footed; DMG: 1d6 melee,ranged,precision
IFT: CUSTOM(poisoned); DMG: 1d6 melee,ranged,precision
The consensus of Paizo responses is that the precision damage should not occur twice if a target is both flat-footed and is afflicted by poison.
My testing with the current ruleset release indicates that both clauses are triggering against such a target.
[DAMAGE (M)] Kukri [TRAITS agile, finesse, trip] [EFFECTS 2d6] [TYPE: slashing (1d6+4=10)] [TYPE: slashing,precision,precision (2d6=11)]
Damage [21] -> [to Sajan Jas Aasimar Monk] [STATUS: Moderate]
I had a possible idea in case this is too difficult to automate properly and it might be more generally beneficial.
If there was an optional way to show the applicable upcoming damage elements to the player or GM before they roll (somewhat like the manual die roll popup) and allow them to make any changes before the roll then the player (or GM) can "assist" the ruleset automation to get to the proper result.
This would work for all potential damage automation errors or improperly applied damage effects by players and keep players more attentive to what is happening on their behalf in the game engine.
Trenloe
February 6th, 2024, 19:55
My testing with the current ruleset release indicates that both clauses are triggering against such a target.
[DAMAGE (M)] Kukri [TRAITS agile, finesse, trip] [EFFECTS 2d6] [TYPE: slashing (1d6+4=10)] [TYPE: slashing,precision,precision (2d6=11)]
Damage [21] -> [to Sajan Jas Aasimar Monk] [STATUS: Moderate]
As has been previously mentioned, this is how FG handles multiple IFT effects. There isn't a way to do Boolean OR conditional effects in the current ruleset. I'll investigate in future, but at this point this is a restriction on the ruleset and will need to be handled manually.
If there was an optional way to show the applicable upcoming damage elements to the player or GM before they roll (somewhat like the manual die roll popup) and allow them to make any changes before the roll then the player (or GM) can "assist" the ruleset automation to get to the proper result.
That's a huge undertaking - effects get applied at multiple places within an action roll. To show applicable upcoming damage elements before rolling essentially requires the whole roll process to be done (including doing a dummy roll), and then all of the effects would have to be tracked in detail, whereas FG doesn't do that tracking now. So, nice idea, but not something I intend to consider any time soon.
webdove
February 9th, 2024, 22:57
It seems that splash damage is being doubled on a critical when it should not be.
Chat output (the alchemist has calculated splash and an INT modifier of +4)
[DAMAGE] (L 3) Acid Flask (Moderate) [TRAITS acid, alchemical, bomb, consumable, splash] [CRITICAL] [TYPE: acid (1)] [TYPE: acid,critical (1)] [TYPE: acid,splash (4)] [TYPE: acid,splash,critical (4)]
Damage [10] -> [to Grubbish (Grippli Jinxer)]
webdove
February 9th, 2024, 23:00
Valeros has bravery, but his success roll is not being elevated to a critical success.
Trenloe
February 10th, 2024, 00:55
Valeros has bravery, but his success roll is not being elevated to a critical success.
The effect only applies to saves with the fear trait. The screenshot you show doesn't have any traits, so the effect won't trigger.
Trenloe
February 10th, 2024, 01:04
It seems that splash damage is being doubled on a critical when it should not be.
Chat output (the alchemist has calculated splash and an INT modifier of +4)
[DAMAGE] (L 3) Acid Flask (Moderate) [TRAITS acid, alchemical, bomb, consumable, splash] [CRITICAL] [TYPE: acid (1)] [TYPE: acid,critical (1)] [TYPE: acid,splash (4)] [TYPE: acid,splash,critical (4)]
Damage [10] -> [to Grubbish (Grippli Jinxer)]
We haven't implemented splash damage fully yet. We're waiting for Player Core 2 before we do that.
webdove
February 10th, 2024, 15:24
Valeros has bravery, but his success roll is not being elevated to a critical success.
Curiously the chat log from 2-feb shows the error
Grippli Jinxer (Attractively underweight): [CAST] Fear [at Valeros Bill Hum Figh]
Effect ['PCROLL: will [TRAITS: occult, emotion, fear, mental, magic][ID:9]'] -> [to Valeros Bill Hum Figh] [by Grippli Jinxer (Attractively underweight)]
Valeros Bill Hum Figh: [SAVE] Will [d20+11 = 24]
[Valeros Bill Hum Figh] Save [24] -> [vs Grippli Jinxer 24] [SUCCESS]
, but by 9-feb it had been corrected.
Grippli Jinxer: [CAST] Fear [at Valeros Bill Hum Figh]
Effect ['PCROLL: will [TRAITS: occult, emotion, fear, mental, magic][ID:1]'] -> [to Valeros Bill Hum Figh] [by Grippli Jinxer]
Valeros Bill Hum Figh: [SAVE] Will [TRAITS occult, emotion, fear, mental, magic] [d20+11 = 24]
[Valeros Bill Hum Figh] Save [24] -> [vs Grippli Jinxer] [ +1 DEGREE OF SUCCESS EFFECT] [CRITICAL SUCCESS]
Valeros bravery character effect
[EFFECT] SAVERESULT: +1 will, success, fear
was unchanged between the two sessions.
My thanks to whoever fixed it.
Trenloe
February 11th, 2024, 19:45
My thanks to whoever fixed it.
FYI - nothing in the base PFRPG2 ruleset has been "fixed" between those dates.
Cling
February 24th, 2024, 16:22
Gnome flickmace has bulk 2 in FG but bulk 1 in the rules.
Trenloe
February 26th, 2024, 16:29
Gnome flickmace has bulk 2 in FG but bulk 1 in the rules.
Thanks for letting us know, we'll get that fixed in a future release.
MaxAstro
February 27th, 2024, 01:28
Item entries are completely broken in test right now, I assume due to the big new test changes. They just display a totally blank window, not even any fields except the title.
Tested with no extensions and again, this is test, item entries are fine in live. :)
Trenloe
February 27th, 2024, 02:06
Item entries are completely broken in test right now, I assume due to the big new test changes. They just display a totally blank window, not even any fields except the title.
Tested with no extensions and again, this is test, item entries are fine in live. :)
There's a lot of changes going on in test and, yes, the PFRPG2 ruleset is not operational in test... yet.
MaxAstro
February 27th, 2024, 02:09
FWIW, that is the only major issue I've seen so far, and the only minor issue that comes to mind is an error when encounter entries are opened.
So with any luck it won't be a hard update. :)
MaxAstro
March 3rd, 2024, 15:03
There's a lot of changes going on in test and, yes, the PFRPG2 ruleset is not operational in test... yet.
This being the case, is it at all useful of me to report new issues I find, or should I hold off?
For example, currently opening the activities panel or favoriting an activity cases a spam of "attempt to call field setStringValue (a nil value)" errors.
MaxAstro
March 3rd, 2024, 21:50
Separate bug report that I don't think is related to test channel (I could be wrong, I don't have an opportunity to test without being on the test channel right now): If spell damage is applied via "apply all effects", damage bonuses from DMGS don't seem to get applied to it.
Trenloe
March 3rd, 2024, 22:54
This being the case, is it at all useful of me to report new issues I find, or should I hold off?
For example, currently opening the activities panel or favoriting an activity cases a spam of "attempt to call field setStringValue (a nil value)" errors.
Please report any issues specific to the test channel in the laboratory forum, indicating which ruleset you're using. Thanks.
Trenloe
March 3rd, 2024, 23:15
Separate bug report that I don't think is related to test channel (I could be wrong, I don't have an opportunity to test without being on the test channel right now): If spell damage is applied via "apply all effects", damage bonuses from DMGS don't get applied to it.
Thank for letting me know. I think I know what's going on here... I'll review and hopefully get a fix soon.
Trenloe
March 5th, 2024, 06:19
For example, currently opening the activities panel or favoriting an activity cases a spam of "attempt to call field setStringValue (a nil value)" errors.
This has been fixed in the test channel. Thanks for reporting. Please report any other issues with the test channel in the laboratory forum. Thanks.
Mythic3434
March 17th, 2024, 05:49
A couple of things came up over a few sessions:
The Hide activity has the wrong target. When clicked sets your CS and S as the target is hidden, not the person hiding. Needs to be changed to "To Targets" not to self. Otherwise it rolls the flat check as well.
I'm getting a very odd thing with Sneak damage. If you use the Rogue Sneak Attack with the effect line "Sneak Attack; IFT: Target, flat-footed: DMG; 1d6 precision" then, for some reason, it DOUBLES the Precision dice. It shows up in the Chat as "4d6 precision, precision". If I change the "precision" in the effect line to anything else (I use Sneak) then it calculates it correctly and still says 2d6 precision in the chat. Not sure where that is coded to be doubling, but I have tested it with multiple rogue characters and get the same results. Not sure what I may be doing wrong.
Trenloe
March 18th, 2024, 03:39
The Hide activity has the wrong target. When clicked sets your CS and S as the target is hidden, not the person hiding. Needs to be changed to "To Targets" not to self. Otherwise it rolls the flat check as well.
The activity record in the core rules (assuming you're using legacy products) was updated a few months ago. Re-add the base Hide activity to the PC and remove the old one.
I'm getting a very odd thing with Sneak damage. If you use the Rogue Sneak Attack with the effect line "Sneak Attack; IFT: Target, flat-footed: DMG; 1d6 precision" then, for some reason, it DOUBLES the Precision dice. It shows up in the Chat as "4d6 precision, precision". If I change the "precision" in the effect line to anything else (I use Sneak) then it calculates it correctly and still says 2d6 precision in the chat. Not sure where that is coded to be doubling, but I have tested it with multiple rogue characters and get the same results. Not sure what I may be doing wrong.
Is your Sneak attack effect applied in the combat tracker? If so, this will be doubling up with the rogue character effect - see the PC sheet combat tab.
webdove
April 13th, 2024, 01:20
Should "weapon specialization" be automatically applied to the character in the CT? I tried removing them and replacing them in the CT and that did not seem to add the DMG bonus effect.
I had the PC add +2 to the applicable weapons damage value.
Trenloe
April 13th, 2024, 14:57
Should "weapon specialization" be automatically applied to the character in the CT? I tried removing them and replacing them in the CT and that did not seem to add the DMG bonus effect.
I had the PC add +2 to the applicable weapons damage value.
See this post: https://www.fantasygrounds.com/forums/showthread.php?81066-Weapon-Specialization-Class-Feature&p=713648&viewfull=1#post713648
For existing PCs, edit the class feature to add "char" to the automation (see the post above) in the class feature in the PC charsheet and re-apply the class feature (i.e. drag/drop within the class features) so that the character effect is created, then delete the old class feature.
webdove
April 14th, 2024, 15:29
See this post: https://www.fantasygrounds.com/forums/showthread.php?81066-Weapon-Specialization-Class-Feature&p=713648&viewfull=1#post713648
For existing PCs, edit the class feature to add "char" to the automation (see the post above) in the class feature in the PC charsheet and re-apply the class feature (i.e. drag/drop within the class features) so that the character effect is created, then delete the old class feature.
That worked. Thanks.
webdove
April 15th, 2024, 22:46
Hi Trenloe,
I am curious. If something like the addition of the word "char" after the existing word "EFFECT" is corrected in the ruleset or core rules files (I am not sure which one contains "weapon specialization") does that retroactively correct it for existing characters or do they still need to be manually corrected by the GM.
More generally is there a necessary housekeeping that GMs need to do to manually keep PCs up to date with ongoing downloaded content fixes like this and upgrades or is the desired behavior that GMs don't need to be making manual adjustments to PCs in response to fixes and upgrades? (I hope that I am not getting behind in some tasks that I need to be doing :))
Thanks
Web
webdove
April 15th, 2024, 22:53
Stated from another perspective, if I assume that I have missed some postings about corrections or expansions in the ruleset, core or DLC should I plan to periodically remake characters from scratch to catch up with the current state of the game content so the PCs get the up to date versions in their database records?
Trenloe
April 16th, 2024, 00:42
@Webdove - fixes to character data like this is not automatically added to existing PCs. It will need to be manually added. I'll try to provide more information on updates like this in future so that existing PCs can be manually edited as needed.
webdove
April 16th, 2024, 03:10
@Webdove - fixes to character data like this is not automatically added to existing PCs. It will need to be manually added. I'll try to provide more information on updates like this in future so that existing PCs can be manually edited as needed.
That would be very helpful, especially if it was in a single place where all PC impactful changes could be found for us to catch up PCs to the latest system state. I wonder if it would be possible for the tracker to have a button that rebuilds the PC using the existing tracker data. That would guarantee that the PC is using the latest and greatest software updates.
Trenloe
April 16th, 2024, 03:32
I wonder if it would be possible for the tracker to have a button that rebuilds the PC using the existing tracker data. That would guarantee that the PC is using the latest and greatest software updates.
You can do that now via the chargen tracker right-click "Rebuild feat, feature and item activities" option. The gotcha is that you need to ensure you have all original source modules activated and that the record name is fairly unique - otherwise you could end up replacing records with a record from a different module - this is less likely with class feature and feat data, but could be an issue with item data. Also, this would overwrite any manual changes made to these records in the PC sheet.
webdove
April 16th, 2024, 05:23
You can do that now via the chargen tracker right-click "Rebuild feat, feature and item activities" option. The gotcha is that you need to ensure you have all original source modules activated and that the record name is fairly unique - otherwise you could end up replacing records with a record from a different module - this is less likely with class feature and feat data, but could be an issue with item data. Also, this would overwrite any manual changes made to these records in the PC sheet.
I could make a pc copy, rebuild then have the player check it and transfer over any manual mods mods.
That way they could also see the changes.
webdove
April 26th, 2024, 22:32
Possible bug with Electrified Water Ward, Strength of Thousands/Spoken on the Song Wind DLC. The NPC sheet appears to have appropriate automation code, but none of it gets parsed into the combat tracker entry which is blank except for the name (picture attached). I am not sure if this is a DLC coding bug or a ruleset parsing bug. Here is the text in the NPC sheet.
Disable
DC 26 Thievery (expert), DC 28 Arcana (expert), or DC 28 Occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.
Reactions(A)*
Electrocution (arcane, electricity, evocation)
- Trigger: A creature passes over the invisible underwater rune between the north and south doors.
- Effect: The trap deals [4d10 electricity damage] ([DC 26 basic Reflex save]) to creatures touching the water, and then rolls initiative.
Reactions Auto.
"DC 26 basic Reflex save"|Save: Reflex[DC:26][BASIC]
"4d10 electricity damage"|Damage: 4d10 electricity
Routine(A)*
Routine
The trap deals [4d10 electricity damage] ([DC 26 basic Reflex save]) to all creatures in the room. A creature that fails the save is [slowed 1] ([slowed 2] on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better.
Routine Auto.
"DC 26 basic Reflex save"|Save: Reflex[DC:26][BASIC]
"4d10 electricity damage"|Damage: 4d10 electricity
"slowed 1"|Effect: Electrocuted; Slowed: 1[FAILURE]
"slowed 2"|Effect: Electrocuted; Slowed: 2[CRITFAILURE]
Farnaby
April 26th, 2024, 23:02
AFAIK hazards haven't been automated in the CT yet. You have to open the hazard and click the codes in the description.
webdove
April 26th, 2024, 23:04
AFAIK hazards haven't been automated in the CT yet. You have to open the hazard and click the codes in the description.
Ah. Thank you.
MaxAstro
May 17th, 2024, 16:37
Running on Test channel with no extensions.
Applying a CHOICE automation to a character causes the following error: "[ERROR] Script execution error: [string "PFRPG2:utility/scripts/dialog_select.lua"]:71: attempt to index global 'button_ok' (a nil value)". Selecting any of the options in the choice popup generates the same error again.
As far as I can tell the choice automation does work correctly, despite the error.
Trenloe
May 17th, 2024, 18:24
Running on Test channel with no extensions.
Applying a CHOICE automation to a character causes the following error: "[ERROR] Script execution error: [string "PFRPG2:utility/scripts/dialog_select.lua"]:71: attempt to index global 'button_ok' (a nil value)". Selecting any of the options in the choice popup generates the same error again.
As far as I can tell the choice automation does work correctly, despite the error.
Thanks for reporting. Please provide an example of the complete automation text used.
MaxAstro
May 17th, 2024, 19:28
Thanks for reporting. Please provide an example of the complete automation text used.
An example automation text is
[CHOICE choice|Nymph|Nymph Strikes]
I have a number of Lookup Data "choice" entries with the category "Nymph" and the subcategory "Nymph Strikes". As far as I can tell this is happening with any CHOICE automation; at least, I have not been able to create one that doesn't cause the error.
webdove
June 8th, 2024, 07:04
Hi, I recall the following phrase from the Release 19 announcement: "Automation of the dying process and wounded condition."
I have searched all over for "wounded condition" and cannot find any evidence of "dying process" or "wounded condition" automation. Was it deferred to another release?
Trenloe
June 8th, 2024, 22:39
Hi, I recall the following phrase from the Release 19 announcement: "Automation of the dying process and wounded condition."
I have searched all over for "wounded condition" and cannot find any evidence of "dying process" or "wounded condition" automation. Was it deferred to another release?
What was delivered is listed in post #3 of this thread. There's no mention of that.
You're probably confusing a release announcement with ruleset plans. That thread has this proviso in the first post: "The information in this thread is all subject to change based off development priorities and developer/converter availability."
Trenloe
July 9th, 2024, 19:36
A longer than intended video overview of the desktop modifiers and new off-guard/flat-footed processing functionality can be found here: https://youtu.be/gsKuuiTURz4
MaxAstro
July 12th, 2024, 19:59
It seems like if a character has multiple DMGBASETYPE effects, even if they are all the same damage type, all are ignored.
Is this intended?
Trenloe
July 12th, 2024, 23:06
It seems like if a character has multiple DMGBASETYPE effects, even if they are all the same damage type, all are ignored.
Is this intended?
The code will ignore more than one DMGBASETYPE effect, as you can only have one base damage type; it doesn't check what each effect is.
The Wiki page for that effect states: "Note: the(r)e should only be one active DMGBASETYPE effect active for any given damage action." And... spot the typo.. :/
Kazuto217
July 16th, 2024, 17:59
Wanted to say thanks for the new modifier buttons!
Kazuto217
July 17th, 2024, 14:47
Hello, just found a bug with the following effect: (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
The expert part is no longer working. Not sure when this broke but it happens on this week's version and was last week. The master and legendary bonuses get added correctly. I tested this without any extensions active and in two different campaigns.
Trenloe
July 17th, 2024, 15:16
Hello, just found a bug with the following effect: (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
The expert part is no longer working. Not sure when this broke but it happens on this week's version and was last week. The master and legendary bonuses get added correctly. I tested this without any extensions active and in two different campaigns.
You need a semi-colon after "(Weapon Specialization)" not a colon. FG is seeing "(Weapon Specialization): DMG: 2 expert;" as one effect, which isn't valid, so it is ignoring it.
Use: (Weapon Specialization); DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
If this was from an official product, please let me know which product and which class. Thanks.
Kazuto217
July 17th, 2024, 16:29
Thanks for the quick response. Yep that will do it, all good now!
I had copied the entire exampe from the wiki and not just the effect part.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects#Modifiers
[proflevel] = trained, expert, master, legendary. Currently weapon damage actions only: filters DMG effects based on the proficiency level of the weapon. For example (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
Trenloe
July 17th, 2024, 16:33
Thanks for the quick response. Yep that will do it, all good now!
I had copied the entire exampe from the wiki and not just the effect part.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects#Modifiers
Thanks for the info - I'll update the Wiki in the future to avoid that confusion.
MaxAstro
July 21st, 2024, 18:46
After the most recent update, the combat tracker is pretty badly broken on the Test channel. Interacting with almost anything spams "control anchoring to an undefined control" errors, and the buttons normally in the upper right (for resetting initiative, resting, etc) are completely inaccessible.
Trenloe
July 21st, 2024, 19:20
After the most recent update, the combat tracker is pretty badly broken on the Test channel. Interacting with almost anything spams "control anchoring to an undefined control" errors, and the buttons normally in the upper right (for resetting initiative, resting, etc) are completely inaccessible.
Yep, we're aware, but can't work on it in test until the August 1st GenCon support ruleset release.
Mystic Lemur
July 22nd, 2024, 02:08
I have a character with a 14 Strength that wears Full Plate. The speed and armor check penalties always default to the best as if I had 18 strength. Even if I go in and manually change them, they revert next session
Trenloe
July 22nd, 2024, 04:35
I have a character with a 14 Strength that wears Full Plate. The speed and armor check penalties always default to the best as if I had 18 strength. Even if I go in and manually change them, they revert next session
Thanks for reporting the issue. We'll look into it.
Lawlesslisa
July 27th, 2024, 11:37
Hello.
A few questions after playing last night.
1) In a video about the difficulty settings box, it was stated that the players would not be able to see the difficulty levels/numbers that were set by the GM but would be able to see their results. My players could see the difficulty levels/numbers I set. I have an option set incorrectly, I am guessing. Which option setting should I use to make the difficulty levels not visible to the players?
2) I had a player reach 0 health but no automation for stabilization rolls occurred when he ended his turn. Is this correct or am I missing how to do this?
3) I believe there is no downside in PF2 for a critical miss on an attack. In 5e and PF1 I was able to use the options menus to enable rolling on a table for critical misses. I do not think the critical hit deck for pf2 has been released in the fantasy grounds ruleset yet. Is there some other way to enable critical misses to this ruleset or is it just generally recommended not to include this in PF2 as various rolls/actions/activities have specific results for critical misses/hits?
Thank you for your time.
Trenloe
July 27th, 2024, 14:41
1) In a video about the difficulty settings box, it was stated that the players would not be able to see the difficulty levels/numbers that were set by the GM but would be able to see their results. My players could see the difficulty levels/numbers I set. I have an option set incorrectly, I am guessing. Which option setting should I use to make the difficulty levels not visible to the players?
What checks were the players making? When I made the video, the desktop DC only applied to activities. But I afterwards also applied it to general skill checks - doing some testing on those, I see the DC is shown to players (I'll fix that). Was there other checks where the players could see the DC? If so, please let me know so I can fix that too.
2) I had a player reach 0 health but no automation for stabilization rolls occurred when he ended his turn. Is this correct or am I missing how to do this?
This hasn't been automated yet. It will be at some point, no ETA as yet.
3) I believe there is no downside in PF2 for a critical miss on an attack. In 5e and PF1 I was able to use the options menus to enable rolling on a table for critical misses. I do not think the critical hit deck for pf2 has been released in the fantasy grounds ruleset yet. Is there some other way to enable critical misses to this ruleset or is it just generally recommended not to include this in PF2 as various rolls/actions/activities have specific results for critical misses/hits?
You can use the built in FG attack fumble/critical table functionality - see the information for the PF1 ruleset here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643248/PFRPG+and+3.5E+Campaign+Options#House-Rules If enabled, the PF2 ruleset will use a table called "Fumble" for all critical misses, not just a natural 1.
Lawlesslisa
July 27th, 2024, 21:18
Thanks, it was for skill checks that they could see the DC rolls.
Trenloe
July 28th, 2024, 05:00
Thanks, it was for skill checks that they could see the DC rolls.
Thanks for confirming. This will be fixed in the next release.
Montis
August 1st, 2024, 14:07
The "Off-G" and "Half" damage buttons look cut off on the right button side in the new desktop panel
Trenloe
August 1st, 2024, 15:22
The "Off-G" and "Half" damage buttons look cut off on the right button side in the new desktop panel
Thanks for letting us know. We'll get that fixed in a future release.
AsmodeusUltima
August 10th, 2024, 09:20
Oops. The version of Investigator added in the Player Core 2 module has Weapon Mastery at level 1 instead of level 13.
Trenloe
August 10th, 2024, 15:23
Oops. The version of Investigator added in the Player Core 2 module has Weapon Mastery at level 1 instead of level 13.
Thanks for reporting. This is currently listed in the known issues in the Player Core 2 thread: https://www.fantasygrounds.com/forums/showthread.php?82229-Player-Core-2-Compendium&p=721899&viewfull=1#post721899
Trenloe
August 12th, 2024, 15:39
After the most recent update, the combat tracker is pretty badly broken on the Test channel. Interacting with almost anything spams "control anchoring to an undefined control" errors, and the buttons normally in the upper right (for resetting initiative, resting, etc) are completely inaccessible.
This should be fixed in the test channel. Some information on the PFRPG2 test update here: https://www.fantasygrounds.com/forums/showthread.php?82337-Pathfinder-Second-Edition-ruleset-very-short-term-in-test
Xargun
August 18th, 2024, 18:04
So I used to be able to right click on a character in the Character Selection screen and copy a character. That is no longer there. Could not say when it disappeared but it was a very useful tool to make quick copies of characters.
Xargun
Trenloe
August 18th, 2024, 18:39
So I used to be able to right click on a character in the Character Selection screen and copy a character. That is no longer there. Could not say when it disappeared but it was a very useful tool to make quick copies of characters.
Xargun
I don't remember a right-click copy option. The usual method to copy/paste FG records works - drag/drop.
revanmaster
August 18th, 2024, 20:12
altering what was posted here for a observation:one thing I notice is we got a image that's hard to read for tokens pre-applying anything for it on default theme
Trenloe
August 18th, 2024, 20:20
altering what was posted here for a observation:one thing I notice is we got a image that's hard to read for tokens pre-applying anything for it on default theme
I'm not sure what this is. Can you provide more information please?
revanmaster
August 18th, 2024, 20:27
like the one next to the talking button in character sheets is hard to see or read into it's there
Trenloe
August 18th, 2024, 20:54
like the one next to the talking button in character sheets is hard to see or read into it's there
There's nothing between the talking button and the PC name - portraits and tokens are now in the control to the left of the PC name - see image below.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61631
revanmaster
August 19th, 2024, 00:01
Hmm maybe it's leftovers from when it used to be there then but it looks like something on the ui skin something is supposed to be there
Trenloe
August 19th, 2024, 02:46
Hmm maybe it's leftovers from when it used to be there then but it looks like something on the ui skin something is supposed to be there
It's just the tiling of the background, which I won't change as the PF2 theme is getting a fresh coat of paint in the near future thanks to Adam. I will, however, widen the name frame a bit to cover that empty area.
revanmaster
August 19th, 2024, 02:50
Neat
webdove
August 23rd, 2024, 05:28
moved
webdove
August 24th, 2024, 00:49
moved
Farnaby
October 7th, 2024, 13:17
Don't know if I am in the right thread, please move if needed.
I now have a high level party and effects are sometimes measured in hours/days
but when I add effect durations in hours or days the duration is 0.
MaxAstro
October 8th, 2024, 18:10
Don't know if I am in the right thread, please move if needed.
I now have a high level party and effects are sometimes measured in hours/days
but when I add effect durations in hours or days the duration is 0.
The combat tracker doesn't currently have support for tracking durations that long, since all durations are expressed in rounds. The assumption is that if a duration is that long you will manually handle removing it.
webdove
October 13th, 2024, 05:57
Hi,
The web page https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects
describes combining damage from multiple rolls as follows
"DMGCOMBINE The next damage roll will be stored for combination with a subsequent damage roll. See ‘Combining Damage” in the “How to Use” Wiki page."
I know this is supposed to work with the blood drop icon at the top right of the PC sheet.
I cannot find any web page called "How to use wiki page" in order to look this up.
Where is the description for how the blood drop button is supposed to work. We were having trouble with it last Friday.
Thanks
Web
ScribblingRambler
October 13th, 2024, 22:54
Hello.
There is a link on the second post of this thread.
Hopefully you'll find what you need there.
webdove
October 14th, 2024, 02:30
Hello.
There is a link on the second post of this thread.
Hopefully you'll find what you need there.
Perfect! Thanks very much. Weird that google could not find it when I searched for "combine damage" I guess google.docs are not searched by it.
webdove
October 18th, 2024, 22:09
Additional question. If I put the effect DMGCOMBINE on an NPC and roll damage it stores the damage as it should. If the second attack misses how to I apply the stored NPC damage (there is no blood drop to click as there is with a PC).
webdove
October 18th, 2024, 22:22
When using the apply all effects button in a case that there needs to be some manual intervention for some of the success/failure conditions is it possible for an effect to post a chat message to the GM to remind them to perform the manual action?
Trenloe
October 20th, 2024, 00:29
Additional question. If I put the effect DMGCOMBINE on an NPC and roll damage it stores the damage as it should. If the second attack misses how to I apply the stored NPC damage (there is no blood drop to click as there is with a PC).
Damage combination is only supported for PC attacks at this stage. We'll add it to NPCs in the future.
Trenloe
October 20th, 2024, 00:31
When using the apply all effects button in a case that there needs to be some manual intervention for some of the success/failure conditions is it possible for an effect to post a chat message to the GM to remind them to perform the manual action?
There's not an effect that purely displays a text message in chat. I'll make a note to investigate the possibility of this, but will probably wait for future chat functionality to be expanded.
webdove
October 23rd, 2024, 00:56
Another thought about DMGCOMBINE. In dealing with kineticists it is helpful to be able to factor the damage in a few different dimensions rather than making one damage entry for every possible combination. If the DMGCOMBINE or stored damage could be used for more than a single damage roll that would make kineticist attacks easier to factor into their components rather than enumerating the combinatorial explosion of damage types into many individual lines.
Trenloe
October 23rd, 2024, 01:10
Another thought about DMGCOMBINE. In dealing with kineticists it is helpful to be able to factor the damage in a few different dimensions rather than making one damage entry for every possible combination. If the DMGCOMBINE or stored damage could be used for more than a single damage roll that would make kineticist attacks easier to factor into their components rather than enumerating the combinatorial explosion of damage types into many individual lines.
Please provide a specific example.
NightDragon
October 29th, 2024, 17:44
I have an alchemist in my game. When a bomb is added to his inventory it creates the activity in the activity tab, however the attack is not adding proficiency to the roll. The name of the proficiency is in the config of the attack and his proficiency is correct on the combat tab. Any fixes for this?
Trenloe
October 29th, 2024, 18:04
I have an alchemist in my game. When a bomb is added to his inventory it creates the activity in the activity tab, however the attack is not adding proficiency to the roll. The name of the proficiency is in the config of the attack and his proficiency is correct on the combat tab. Any fixes for this?
The release of the attack proficiency is currently experimental and is currently only for spells - it was released last week: https://www.fantasygrounds.com/forums/showthread.php?83060-Release-Updates-for-October-22nd-2024
However, if an activity has both the "alchemical" and "bomb" traits and doesn't have a "Prof. Name" set for the attack, FG will check for a Category proficiency of "martial" or a group proficiency of "alchemical bombs". This will work both with spells and activities. As this is currently experimental code (I had to deploy the work-in-progress code early to support other updates) we haven't completed, nor documented this yet.
ScribblingRambler
October 29th, 2024, 18:13
I have an alchemist in my game. When a bomb is added to his inventory it creates the activity in the activity tab, however the attack is not adding proficiency to the roll. The name of the proficiency is in the config of the attack and his proficiency is correct on the combat tab. Any fixes for this?
Please note that the bombs are not part of Release 19, but are from a community module. Probably Drag 'n' Drop Consumables or the Alchemical Bombs Forge module. It also won't calculate the penalty for range increments like most weapons do. I've been playing around with this issue a fair bit myself.
Unfortunately, the activities tab doesn't support weapon proficiencies, as far as I know.
So you can get the alchemist to manually modify for proficiency and range.
Alternatively, you can change the bomb's type to weapon and subtype martial, and add the range of 20, also checking weapon at the bottom of the item. This will give a proper bomb attack on the Actions tab. Using Alt-click on the tabs, the alchemist can keep both Actions and Activities open and attack from Actions and use damage from Activities.
Edit: Sorry, I was unaware of the new experimental code.
webdove
November 8th, 2024, 22:50
Hi,
I am trying to understand how to use a poison effect code from a Caligni Creeper.
"Saving Throw"|Save: Fortitude[DC:16]
"Maximum Duration"|Effect: Black Smear Poison (Max Duration)[D:6]
"Stage 1"|Effect: Black Smear Poison (Stage 1): 1d6 poison; Enfeebled: 1[D:1][DC:16]
"1d6 poison"|Damage: 1d6 poison
"Stage 2"|Effect: Black Smear Poison (Stage 2): 1d6 poison ; Enfeebled: 1[D:1][DC:16]
"Stage 3"|Effect: Black Smear Poison (Stage 3): 1d6 poison; Enfeebled: 2[D:1][DC:16]
I understand doing the save and applying the "Stage 1" and "1d6 poison" portions. I was not able to find the clause [DC:16] explanation in the google doc on effects or the atlassian doc. It is obviously the applicable DC for the save. I tried moving the combat tracker indicator to the preceding character and advancing it. That erased the "stage 1" clause without triggering a save to potentially change the stage. Is that [DC:16] indended to automate the save or is it just a textual reminder that disappears when the character's turn starts?
Thanks
Web
webdove
November 8th, 2024, 23:37
There was a bit of confusion caused by my applying the effect to the source actor. I can see now that the effect disappears when the source actors turn starts since it is duration 1. It remains on a target if that target repeats another turn. So should I just notice that the target has a stage poison, reroll the save and then replace the existing save effect with the new stage as a result of the roll?
Trenloe
November 9th, 2024, 01:14
I was not able to find the clause [DC:16] explanation in the google doc on effects or the atlassian doc. It is obviously the applicable DC for the save. I tried moving the combat tracker indicator to the preceding character and advancing it. That erased the "stage 1" clause without triggering a save to potentially change the stage. Is that [DC:16] indended to automate the save or is it just a textual reminder that disappears when the character's turn starts?
All of this is NPC Ability automation, described in the Fg Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation There is no auto triggering of saves via the initiative advancing.
It remains on a target if that target repeats another turn. So should I just notice that the target has a stage poison, reroll the save and then replace the existing save effect with the new stage as a result of the roll?
1) Trigger the save action, if it fails apply the "Maximum Duration" effect to the target to track how long the poison will last.
2) Apply either the stage 1 or stage 2 actions to the target based on whether they failed or critically failed the save.
3) Next turn execute the save action again and apply the relevant stage based on the result.
4) Continue step #3 until the 6 round duration effect expires or the target successfully saves at stage 1.
webdove
November 9th, 2024, 19:05
Thank you Trenloe.
webdove
November 9th, 2024, 19:30
Damage combination is only supported for PC attacks at this stage. We'll add it to NPCs in the future.
I found a workaround for using NPC [EFFECT] DMGCOMBINE [Roll] (dragged from the macro bar) when the second swing misses. I replaced the blank automation string for "Douible Slice" on the Caligni Stalker in Seven Dooms with "Damage: 0 piercing". So when the first swing hits and damage is saved and the second swong misses, I can use the clickable "Damage: 0 piercing" in the combat tracker to apply the damage saved from the first swing. I had tried "/damage 0 piercing" in chat as a way to apply the stored damage, but that was not recognized as valid.
Trenloe
November 12th, 2024, 20:27
New functionality released today - support for the Assurance skill feat.
An overview video can be found here: https://www.youtube.com/watch?v=8T8ykW6mn3w
HuseyinCinar
November 13th, 2024, 07:48
New functionality released today - support for the Assurance skill feat.
An overview video can be found here: https://www.youtube.com/watch?v=8T8ykW6mn3w
I love it! It erases the confusion around which bonuses are included and which are not for Assurance.
Is there a way to make the buttons (covers, off-g, crit etc) toggleable? For example if no-one in the campaign has Assurance? Later when someone picks it, only that player could make it appear on their view.
A functionality like in the Dice windows where you can individually show or remove from view each dice while setting their colors. I find screen space super valuable in FGU with my 24" screen. And /scaleui messes with text renders/punto so you can only go so low.
Trenloe
November 13th, 2024, 07:55
Is there a way to make the buttons (covers, off-g, crit etc) toggleable? For example if no-one in the campaign has Assurance? Later when someone picks it, only that player could make it appear on their view.
This wouldn't be straightforward for the current modifier button setup - which is in the FG Ruleset XML, which can only be changed by an extension not via runtime code.
webdove
November 15th, 2024, 21:10
This was a bit cryptic. Is there more information about it?
"[Added] Support for {Xabc} cross reference variables in effects applied to the CT."
Trenloe
November 15th, 2024, 21:49
This was a bit cryptic. Is there more information about it?
"[Added] Support for {Xabc} cross reference variables in effects applied to the CT."
Refer to the {XABC} cross reference character effect in the Wiki Effects page: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects#PC-Specific-Notes---Character-effects This can now be part of an effect applied to the CT from the PC sheet - the relevant three character cross-reference data will be substituted when the effect is added to the CT.
webdove
November 15th, 2024, 23:27
Oh my. That is complex.
mwfantasygrounds
December 16th, 2024, 01:56
I am playing around with creating new classes, and I've noticed that the "Key Ability" field on the "Other" tab for classes should state "Key Attribute" to be in line with the Remaster.
Trenloe
December 17th, 2024, 03:35
I am playing around with creating new classes, and I've noticed that the "Key Ability" field on the "Other" tab for classes should state "Key Attribute" to be in line with the Remaster.
Thanks for letting us know. We'll get that fixed in the next release of the ruleset.
Honken
May 7th, 2025, 21:53
When i try to make an effect that has a duration of x hours, or x days and i apply it on a character in the combat tracker, they always show as 0 duration in the combat tracker. Turns and minutes works as advertised though.
Trenloe
May 7th, 2025, 21:56
When i try to make an effect that has a duration of x hours, or x days and i apply it on a character in the combat tracker, they always show as 0 duration in the combat tracker. Turns and minutes works as advertised though.
This is standard FG functionality - effects that last longer than minutes don't have a duration in the combat tracker, as effects in the combat tracker are measured in rounds and wouldn't realistically ever expire. This is standard functionality for CoreRPG based rulesets.
Honken
May 8th, 2025, 04:18
This is standard FG functionality - effects that last longer than minutes don't have a duration in the combat tracker, as effects in the combat tracker are measured in rounds and wouldn't realistically ever expire. This is standard functionality for CoreRPG based rulesets.
I figured it might have been something like that. But also confusing that there are those options...
ScribblingRambler
May 8th, 2025, 06:51
I usually convert anything with "hours" duration into minutes, but leave the "days" effects alone. It's usually best to deal with those after an overnight rest anyhow.
MaxAstro
May 8th, 2025, 19:06
The one thing I wish is that things with "hours" durations would still be removed by overnight rest - or maybe just a "remove on overnight rest" toggle for effects.
There are often cases where an effect is going to last hours, so you don't want it to be removed by "clear expiring effects" since that's useful to use at the end of combat, but it would still be nice to not have to manually remember to remove it after an overnight rest.
Xargun
May 10th, 2025, 17:27
This came up in my game last night. The Recovery Check button on the main page no longer works. When you click on it nothing happens.
Xargun
Trenloe
May 10th, 2025, 18:25
This came up in my game last night. The Recovery Check button on the main page no longer works. When you click on it nothing happens.
Xargun
It works fine when I test this. Make sure you have a value in the "Dying" field, it won't roll if you don't.
ThirdSign
May 18th, 2025, 13:22
Not sure if this is PF2E specific or not.
If you click the on HALF button, then run the /dmg slash command, the damage isn't halved.
In this screenshot, I ran /dmg 06 twice - once with CRIT to show it works with CRIT, and once with HALF to show it's not working with HALF.
64405
---
A second bug, /dmg calls with 1 digit don't do anything. You have to use 2 or more digits, so if you want to run a damage of 4, you have to type /dmg 04
Trenloe
May 18th, 2025, 15:44
Not sure if this is PF2E specific or not.
If you click the on HALF button, then run the /dmg slash command, the damage isn't halved.
In this screenshot, I ran /dmg 06 twice - once with CRIT to show it works with CRIT, and once with HALF to show it's not working with HALF.
64405
---
A second bug, /dmg calls with 1 digit don't do anything. You have to use 2 or more digits, so if you want to run a damage of 4, you have to type /dmg 04
Thanks for letting us know about these issues. We'll get them fixed in a future release. In the meantime, to get half damage - create the chat entry and click the half button before dragging the damage entry to a creature in the CT, or right click on the number in chate and select Total -> Half Value
Trenloe
May 18th, 2025, 16:24
If you click the on HALF button, then run the /dmg slash command, the damage isn't halved.
Reviewing the code - this is the way it's designed to work - the half calculation is applied when damage is applied to a creature, in this case when the damage number is dragged from chat. The critical button is different as it needs to be applied when the base damage roll is first calculated, as extra dice will probably get added to most critical damage rolls.
A fix for the single digit damage issue will be in the next ruleset release.
MaxAstro
May 20th, 2025, 18:46
It is a little confusing to have it be inconsistent between the two, though.
Trenloe
May 20th, 2025, 21:06
A second bug, /dmg calls with 1 digit don't do anything. You have to use 2 or more digits, so if you want to run a damage of 4, you have to type /dmg 04
This should be fixed for PFRPG2 (and PFRPG2 based rulesets) with the Tuesday update today: https://www.fantasygrounds.com/forums/showthread.php?85064-Release-Updates-for-May-20th-2025
Tempered7
June 2nd, 2025, 13:45
Just an idea: If the Activities tab in char sheet opens with all activity categories collapsed, maybe it wouldn't help loading times but it would clear clutter at first opening.
Search extensions do the rest.
Trenloe
June 2nd, 2025, 15:40
Just an idea: If the Activities tab in char sheet opens with all activity categories collapsed, maybe it wouldn't help loading times but it would clear clutter at first opening.
Search extensions do the rest.
It won't help the initial tab opening performance as everything still has to be built, even if it's not shown. The view isn't just designed for searching, it's designed to present what activities are available and there's multiple ways to use it - I know a few players who rarely use the search window. If a user feels the view is too cluttered when first opening the Activities tab, they can click on the collapse button in the bottom left.
Tempered7
June 2nd, 2025, 17:17
If a user feels the view is too cluttered when first opening the Activities tab, they can click on the collapse button in the bottom left.
True. I'm new to the system, it seems like mountain of info at first, but I'm sure as I get used to it, I too will find anything inside, without the search extensions. Still learning :)
MaxAstro
June 4th, 2025, 18:59
If I could have my dream overhaul of the activities tab - because even after using it for a while it does feel cluttered and it's definitely slow to load - I think what it would look like is a display of just favorited activities (ideally with the ability to have multiple named categories of favorites), and then a button that opens all activities in a separate window.
I say this because there are basically two "use cases" of the activities tab: You are either going there to use a favorite activity that you use all the time, or you are going there to dig into the full list of activities to grab something that comes up less often.
Because the former case is much more common, optimizing for that case would save a lot of time overall. It would also massively help with visual clutter; it's very important to have every activity available to your character listed somewhere, but 90% of the time you don't need that information. I've been sorely tempted to delete activities that I never use to make it easier to find the ones I care about, but then what if I need to look those up some time?
And at a certain point favoriting every important activity just results in the favorites section becoming bloated and hard to use.
But obviously that would be a major overhaul and I don't imagine it's super likely. :)
Tempered7
June 5th, 2025, 08:34
I was checking all those coding effects (TON of hard work!) and realized my socially-awkward tongue did injustice to the system and the devs, I apologize. Just wanted to help it is used faster if not by loading faster.
I say this because there are basically two "use cases" of the activities tab: You are either going there to use a favorite activity that you use all the time, or you are going there to dig into the full list of activities to grab something that comes up less often.
2 use cases is a good catch! Favorites category solves it until;
And at a certain point favoriting every important activity just results in the favorites section becoming bloated and hard to use.
Which then search function helps the rest. Or maybe a toggleable "don't see" function, like make an activity unlisted.
An unseen detail I noticed is that if you export a char with favorite activities to another campaign, char sheet remembers favorites.
As I dig into the ruleset, I find more and more intriguing wizardry codes.
I appreciate all these hard work behind the scenes & ideas from other players so much :)
Trenloe
July 1st, 2025, 02:55
If I could have my dream overhaul of the activities tab - because even after using it for a while it does feel cluttered and it's definitely slow to load - I think what it would look like is a display of just favorited activities (ideally with the ability to have multiple named categories of favorites), and then a button that opens all activities in a separate window.
This is just the presentation of the Favorites class in a separate tab. I threw this together while I was doing some other "activities" work. I doubt I'll have the bandwidth to do anything significant beyond this in the short-medium term.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64700
MaxAstro
July 1st, 2025, 19:12
That's actually huge - waiting for activities to load is a notable time sink and my players kinda hate using activities because of it.
If the favorites tab is snappy to load that will be an amazing improvement.
EDIT: Weird UX thing, but the "Favorites" tab should maybe be below the "Activities" tab? That makes it more clear they are related in my opinion, and also keeps the Favorites tab next to the all-important Actions tab.
Trenloe
July 1st, 2025, 19:26
That's actually huge - waiting for activities to load is a notable time sink and my players kinda hate using activities because of it.
If the favorites tab is snappy to load that will be an amazing improvement.
Opening Favorites for the first time will be a little bit quicker than the Activities tab, but it still needs to parse through all activities to identify which are favorites. Any speed improvements will be based on building less GUI objects in the FG tab.
The large delay opening the Activities tab is a one-off. Once it's been opened for the first time during a session, it should be a lot quicker for subsequent openings, even if the PC sheet has been closed. I recommend players open the activities tab after they join a session and open their PC sheet for the first time, before they actually need to access activities.
You can see the speed differences in this video, even after closing and re-opening the PC sheet it's much quicker after the Activities tab has been opened once during the FG session: https://www.dropbox.com/scl/fi/opi3xyzrecx2s9opr6fh8/FG-PF2-Activities-tab-delay.mp4?rlkey=36aqu3dnd5ua8f7vm1sd98zkp&dl=0
Tempered7
July 1st, 2025, 21:39
This is just the presentation of the Favorites class in a separate tab. I threw this together while I was doing some other "activities" work. I doubt I'll have the bandwidth to do anything significant beyond this in the short-medium term.
Theme: Core is preventing Favorites tab from being opened as a floating tab. (alt + left click)
Tested with and without too many extensions, in an old (pre-update) and new campaign. Same result.
It just selects the tab.
In fact, the theme is preventing all the other floating tabs to float.
Didn't test it with other themes.
Trenloe
July 1st, 2025, 21:59
Theme: Core is preventing Favorites tab from being opened as a floating tab. (alt + left click)
Thanks for letting us know. We'll investigate further...
ScribblingRambler
July 1st, 2025, 22:16
Having the separate favourites tab will be very useful. Thanks!
The biggest problem my players have had with Activities is that the Display selection (Min. Action/All Actions) doesn't retain its setting. I know there was earlier talk about setting a default in Options, but just having the selection stay between sessions would be even better, I believe.
Thanks for all of the hard work.
Trenloe
July 1st, 2025, 22:46
...but just having the selection stay between sessions would be even better, I believe.
That's how this was originally designed, but it caused serious issues when both a player and GM were looking at the same Activities tab, so storing the selection in the FG database was removed and the functionality changed to what it is now. Changing to use different database fields for the player and GM is not a simple task, hence why it hasn't been implemented already. I've added a note to the PF2 dev tasklist to look into this at some point, but I don't have an estimate of when that will be.
ScribblingRambler
July 1st, 2025, 22:55
Thanks for the reply and explanation.
I'm sure my players will all like the new tab in the meantime.
Trenloe
July 2nd, 2025, 00:16
Theme: Core is preventing Favorites tab from being opened as a floating tab. (alt + left click)
This has been fixed with a ruleset hotfix: https://www.fantasygrounds.com/forums/showthread.php?85302-Release-Updates-for-July-1st-2025&p=746497&viewfull=1#post746497 Thanks again for letting us know about the issue.
Tempered7
July 2nd, 2025, 00:19
This has been fixed with a ruleset hotfix: https://www.fantasygrounds.com/forums/showthread.php?85302-Release-Updates-for-July-1st-2025&p=746497&viewfull=1#post746497 Thanks again for letting us know about the issue.
Np, also just confirmed it.
MaxAstro
July 2nd, 2025, 17:31
Since this was an edit to my original post and might have gotten missed, I thought I'd repost it hopefully before the window to make suggestions about the new feature is passed. :)
Weird UX thing, but the "Favorites" tab should maybe be below the "Activities" tab? That makes it more clear they are related in my opinion, and also keeps the Favorites tab next to the all-important Actions tab.
Trenloe
July 2nd, 2025, 17:36
Since this was an edit to my original post and might have gotten missed, I thought I'd repost it hopefully before the window to make suggestions about the new feature is passed. :)
Yep, I saw it. Thanks.
Trenloe
July 10th, 2025, 13:13
The biggest problem my players have had with Activities is that the Display selection (Min. Action/All Actions) doesn't retain its setting. I know there was earlier talk about setting a default in Options, but just having the selection stay between sessions would be even better, I believe.
This functionality was added this week: https://www.fantasygrounds.com/forums/showthread.php?85068-Pathfinder-Second-Edition-Ruleset-Update-Release-Notes&p=746957&viewfull=1#post746957
Trenloe
July 10th, 2025, 13:14
EDIT: Weird UX thing, but the "Favorites" tab should maybe be below the "Activities" tab? That makes it more clear they are related in my opinion, and also keeps the Favorites tab next to the all-important Actions tab.
Updated this week: https://www.fantasygrounds.com/forums/showthread.php?85068-Pathfinder-Second-Edition-Ruleset-Update-Release-Notes&p=746957&viewfull=1#post746957
MaxAstro
July 10th, 2025, 19:04
Want to give a shoutout to "all four defense proficiencies are visible without scrolling" - little things like that make such a big difference in usability!
Trenloe
July 31st, 2025, 21:03
New video covering the Battlecry! Command Tactics and new 'Special' PC sheet tab: https://www.youtube.com/watch?v=r0UZcjePQTo
Honken
August 7th, 2025, 20:38
So for some reason, might be the new version of FG, or the new version of the FGU Ruleset updates, but... When a player of mine tried to cycle the Display option on the actions tab of his character sheet, nothing happened. I tried it on GM side offcourse. And after the game i tried it with all extension off, same restult.
I thought i would report it here anyhow...
Trenloe
August 7th, 2025, 21:03
So for some reason, might be the new version of FG, or the new version of the FGU Ruleset updates, but... When a player of mine tried to cycle the Display option on the actions tab of his character sheet, nothing happened. I tried it on GM side offcourse. And after the game i tried it with all extension off, same restult.
I thought i would report it here anyhow...
This is related to this issue: https://www.fantasygrounds.com/forums/showthread.php?85173-Pathfinder-1e-and-2e-Selection-Box-Fill-Missing-with-Core-Dark-Theme&p=748267&viewfull=1#post748267 which was fixed yesterday.
If this is still occurring after updating FG, please provide an XML export of the PC in question.
Honken
August 7th, 2025, 22:21
This is related to this issue: https://www.fantasygrounds.com/forums/showthread.php?85173-Pathfinder-1e-and-2e-Selection-Box-Fill-Missing-with-Core-Dark-Theme&p=748267&viewfull=1#post748267 which was fixed yesterday.
If this is still occurring after updating FG, please provide an XML export of the PC in question.
Yes, i did update to that uppdated version of FG before the game.
So here is the link to the XML exports of all the spellcaster PCs. I hope this helps.
/Honken
Trenloe
August 7th, 2025, 23:55
Yes, i did update to that uppdated version of FG before the game.
So here is the link (https://1drv.ms/f/c/6f263de01b1c7cc8/EqKO1ygEff5Gn6uIz50wOKEBZG0-YJ0yNlG4D-5Bp7vhqw?e=89pj6v) to the XML exports of all the spellcaster PCs. I hope this helps.
/Honken
Thanks for providing that information and reporting the issue. I've identified the issue and will get a hotfix out ASAP.
EDIT: This should be fixed now.
Honken
August 8th, 2025, 06:46
Thanks for providing that information and reporting the issue. I've identified the issue and will get a hotfix out ASAP.
EDIT: This should be fixed now.
Yes, the issue was fixed. Thanks for the quick responses!
/Honken
Xargun
September 5th, 2025, 14:08
I see in the last update automation for temp hp per turn was added via the SHIELDS effect? I looked in the wikis and see nothing to help expain how to use this. Can anyone provide some details?
Xargun
Trenloe
September 5th, 2025, 15:25
I see in the last update automation for temp hp per turn was added via the SHIELDS effect? I looked in the wikis and see nothing to help expain how to use this. Can anyone provide some details?
Xargun
At this point it's specifically linked to the Starfinder 2 Scene functionality and so can't be used on it's own right now. We'll be expanding the effect to make it more universal in a future release.
Xargun
September 5th, 2025, 15:34
At this point it's specifically linked to the Starfinder 2 Scene functionality and so can't be used on it's own right now. We'll be expanding the effect to make it more universal in a future release.
OK thanks.
Trenloe
September 9th, 2025, 18:32
I see in the last update automation for temp hp per turn was added via the SHIELDS effect? I looked in the wikis and see nothing to help expain how to use this. Can anyone provide some details?
Today's release has expanded the SHIELDS effect functionality. Refer to the new SHIELDS entry in the PF2 Ruleset Effects Wiki Page here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects
madman
September 10th, 2025, 21:31
I have not had a chance to play with this yet.. Does it remove the THP after the duration?
This is an awesome effect for Pathfinder/Starfinder 2e. Great Add!
Trenloe
September 10th, 2025, 21:52
I have not had a chance to play with this yet.. Does it remove the THP after the duration?
No. It just stops regenerating.
This is an awesome effect for Pathfinder/Starfinder 2e. Great Add!
Thanks!
MaxAstro
September 10th, 2025, 23:38
Not to ask for even more when you are already doing so incredibly much, but is there any plan for functionality to apply a duration to temp HP? It comes up a lot for my barbarian players.
Trenloe
September 11th, 2025, 01:08
Not to ask for even more when you are already doing so incredibly much, but is there any plan for functionality to apply a duration to temp HP? It comes up a lot for my barbarian players.
The issue is that the way temporary HP work in PF2/SF2 doesn't lend itself to using effects. Temporary HP are a one off application via the temp HP heal action, they're not effects. You can only have one source of temp HP active (make a decision which to use when the second source is applied) and so using effects with a duration, would still need some form of manual application/deletion to keep a reminder of temp HP duration. Maybe I could add an effect that clears temp HP when it expires - but the duration of that would have to be manually adjusted if a second source of temp HP was applied.
And... on a less serious note - tell your players of barbarian PCs that they're not playing "real" barbarians if they have temp HP left after one minute! :D
MaxAstro
September 12th, 2025, 00:37
And... on a less serious note - tell your players of barbarian PCs that they're not playing "real" barbarians if they have temp HP left after one minute! :D
Hah! Well, unfortunately (for me) the reason they usually have temp HP left is that my players' dice luck is insane and they keep killing my NPCs before they barely get a turn! But I'll tell them that anyway. :P
Maybe I could add an effect that clears temp HP when it expires - but the duration of that would have to be manually adjusted if a second source of temp HP was applied.
Honestly, in my experience, stacking temp HP comes up pretty infrequently. Sources of temp HP outside of barbarians are rare in the first place, and most of my players instinctively avoid picking up multiple abilities that give temp HP because of how weird the stacking rules are. But I don't know how it is for other people.
Still, just having an effect that clears the temp HP would be amazing, because 90% of the time what I actually want is for any leftover temp HP to go away at the end of combat when I click the "clear temporary effects" button.
Xargun
September 13th, 2025, 15:39
Today's release has expanded the SHIELDS effect functionality. Refer to the new SHIELDS entry in the PF2 Ruleset Effects Wiki Page here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects
That looks perfect for my use. Mostly for alchemy / spells that provide temp HP each round. Thanks
Xargun
Honken
January 6th, 2026, 10:58
When we were readying for a new campaign I noticed that the movement are not correctly displayed when it is an actors turn. And as for as i know, this is mostly for characters, not NPC's.
This is freshly made characters, And Remastered.
Link to picture
Trenloe
January 6th, 2026, 14:50
When we were readying for a new campaign I noticed that the movement are not correctly displayed when it is an actors turn. And as for as i know, this is mostly for characters, not NPC's.
This is freshly made characters, And Remastered.
Link to picture (https://1drv.ms/i/c/6f263de01b1c7cc8/IQC7M_nUpHbgSKyH2ZFvq0PtAXYXH8WqM02QJVFbvzFKYH8?e= VE9ycF)
I hadn't noticed this in my regular games. However, when I loaded up a test campaign it at first failed, then I added one line of debug code to the ruleset and it started working. Reverting that debug code still had it working.
The code that would have to fail to product 0 speed is core FG functionality, so it's concerning that this could happen. If you still have the issue can you please collect the logs immediately after the issue and post them here.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66145
Honken
January 6th, 2026, 16:05
Well, it didn't go away.
The Logs.
Trenloe
January 6th, 2026, 16:26
Thanks for the logs. EDIT: I'd recommend turning global debug off when you're playing the game as the additional debugging being written to the console.log file will slow down your game.
I see the issue - the Main tab uses speed.final to record the speed data, whereas the start turn message code uses speed.total - which is only calculated when the Combat tab is opened at least once. As a work around to fix this issue in your campaign, open the Combat tab on each PC sheet once to populate the database with speed.total. I'll adjust the code in the ruleset to just use just speed.total.
Trenloe
January 6th, 2026, 18:34
When we were readying for a new campaign I noticed that the movement are not correctly displayed when it is an actors turn. And as for as i know, this is mostly for characters, not NPC's.
This is freshly made characters, And Remastered.
Link to picture (https://1drv.ms/i/c/6f263de01b1c7cc8/IQC7M_nUpHbgSKyH2ZFvq0PtAXYXH8WqM02QJVFbvzFKYH8?e= VE9ycF)
This should be fixed with the latest update: https://www.fantasygrounds.com/forums/showthread.php?86457-Release-Updates-for-January-6th-2026
Thanks for reporting the issue and providing extra details.
Surge
January 16th, 2026, 22:37
Hi there,
I've just clicked on this button, and it has taken me to a Google Doc instead of the wiki, which at the top talks about the functionality being in Release 19 Test. However I am on no test channel, and it says PF2 Release 20c in the chat.
I am assuming this isn't still intended, as the Google Doc is dated April 2023?
Thanks.
66245
Trenloe
January 16th, 2026, 22:40
Hi there,
I've just clicked on this button, and it has taken me to a Google Doc instead of the wiki, which at the top talks about the functionality being in Release 19 Test. However I am on no test channel, and it says PF2 Release 20c in the chat.
I am assuming this isn't still intended, as the Google Doc is dated April 2023?
Thanks.
66245
It's taken a backburner with other development, but is still a valid page. I'll remove the dates and version numbers to avoid confusion. Thanks!
Surge
January 18th, 2026, 20:45
I've also spotted that cantrips in the Prepared Caster class can be prepared (needlessly) multiple times.
It's been a number of years since my friends and I have played Pathfinder, but were they not once upon a time correctly only able to be prepared once per spell in the FG ruleset? Has there been some addition to PF2E where it becomes necessary to prepare a cantrip multiple times?
Thanks.
Trenloe
January 18th, 2026, 21:00
I've also spotted that cantrips in the Prepared Caster class can be prepared (needlessly) multiple times.
It's been a number of years since my friends and I have played Pathfinder, but were they not once upon a time correctly only able to be prepared once per spell in the FG ruleset? Has there been some addition to PF2E where it becomes necessary to prepare a cantrip multiple times?
Thanks.
I'll make a note to look into swapping the cantrip preparation controls for just single check boxes at some point in the future. If it's a quick and low risk change, I'll consider making the change.
Surge
January 26th, 2026, 22:42
Apologies if this is no longer the correct thread to report issues/bugs. I couldn't find a thread for a newer version of the ruleset to report issues.
v5.1.0 (2026-01-23)
The setting "Show chat text?" in a "Skill Use" action invalidates the "secret" trait auto rolling the action as a hidden GM roll, as the result is output to the chat window regardless of any hidden roll settings in FG.
See image for better explanation.
66391
It would be good if the campaign setting "Show GM rolls: OFF" overrode that option across the whole campaign. Although technically it is still a Player roll, but just in the dice tower. So perhaps any Dice Tower roll should override that setting?
Thanks.
Trenloe
January 26th, 2026, 23:48
Apologies if this is no longer the correct thread to report issues/bugs. I couldn't find a thread for a newer version of the ruleset to report issues.
v5.1.0 (2026-01-23)
The setting "Show chat text?" in a "Skill Use" action invalidates the "secret" trait auto rolling the action as a hidden GM roll, as the result is output to the chat window regardless of any hidden roll settings in FG.
See image for better explanation.
66391
It would be good if the campaign setting "Show GM rolls: OFF" overrode that option across the whole campaign. Although technically it is still a Player roll, but just in the dice tower. So perhaps any Dice Tower roll should override that setting?
Thanks.
The issue with Secret result text being displayed to players was reported recently and is fixed in the next ruleset release - which is scheduled for tomorrow (Tuesday January 26th).
Surge
January 26th, 2026, 23:57
Apologies for not seeing it already reported.
Thanks so much Trenloe.
Surge
February 1st, 2026, 01:06
Hi Trenloe,
Sorry, have come across another bug.
Sometimes the result of a check will be printed twice to chat (see image). It has occurred at the least today for the NPC ability I captured in the image, and a Demoralise check by a PC to NPC.
Thanks.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66433&stc=1&d=1769907740
66433
Trenloe
February 6th, 2026, 16:01
Hi Trenloe,
Sorry, have come across another bug.
Sometimes the result of a check will be printed twice to chat (see image). It has occurred at the least today for the NPC ability I captured in the image, and a Demoralise check by a PC to NPC.
Thanks.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66433&stc=1&d=1769907740
66433
I can't recreate this issue.
It looks like you're using a least one extension (as changing the result text color is not part of the base ruleset). Please test without any extensions and if it still happens let me know. Thanks.
Surge
February 6th, 2026, 20:23
Hi Trenloe,
I thought I did test it with extensions off, but then couldn't confirm it immediately. This has taken a while to recreate and track down the conditions that it is occurring.
The following is all with no extensions.
It only occurs when both:
- a client is connected (originally reported with a friend connected. This evening with me connecting with a second instance of FG)
- and the setting "Chat: Show GM rolls" is set to OFF.
If the client disconnects but the setting remains set to OFF, it stops occurring.
If the setting is changed to ON (or PC, at least for what I tested it with) and the client stays connected, it stops occurring.
(Because of the conditions for it to occur, the client never sees the double results, only the host)
Additional: Okay, whilst writing this, I tested more things. It is always occurring if the "Intimidation vs. [targets]Will" roll in the Demoralize activity is done. This seems to be because whatever "Chat: Show GM rolls" is set as, the result is actually hidden (not sure why, it doesn't have the Secret trait). Because the result is hidden from the client, it is printing to chat twice. But as above, if the client disconnects, then that same roll doesn't print the result to chat twice, even with no changes to any settings.
Screengrabs from this evening (with no extensions):
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66518&stc=1&d=1770408309
66518
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66520&stc=1&d=1770409284
66520
Thanks.
Trenloe
February 6th, 2026, 20:42
Thanks for the detailed information. The key is "Chat: Show GM rolls" being set to OFF. I'll investigate.
Trenloe
February 10th, 2026, 18:32
Hi Trenloe,
I thought I did test it with extensions off, but then couldn't confirm it immediately. This has taken a while to recreate and track down the conditions that it is occurring.
The following is all with no extensions.
It only occurs when both:
- a client is connected (originally reported with a friend connected. This evening with me connecting with a second instance of FG)
- and the setting "Chat: Show GM rolls" is set to OFF.
If the client disconnects but the setting remains set to OFF, it stops occurring.
If the setting is changed to ON (or PC, at least for what I tested it with) and the client stays connected, it stops occurring.
(Because of the conditions for it to occur, the client never sees the double results, only the host)
Additional: Okay, whilst writing this, I tested more things. It is always occurring if the "Intimidation vs. [targets]Will" roll in the Demoralize activity is done. This seems to be because whatever "Chat: Show GM rolls" is set as, the result is actually hidden (not sure why, it doesn't have the Secret trait). Because the result is hidden from the client, it is printing to chat twice. But as above, if the client disconnects, then that same roll doesn't print the result to chat twice, even with no changes to any settings.
Screengrabs from this evening (with no extensions):
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66518&stc=1&d=1770408309
66518
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66520&stc=1&d=1770409284
66520
Thanks.
This should be fixed in today's release: https://www.fantasygrounds.com/forums/showthread.php?86775-Release-Updates-for-February-10th-2026&p=758373&viewfull=1#post758373
It required a fix in the underlying CoreRPG ruleset. Activity result text should now also respect the Chat: Show results to client setting. Thanks again for letting us know about this issue.
Surge
February 10th, 2026, 22:21
It works, thanks.
However, minor issue: If the results are hidden, the client sees a blank line posted to chat.
Thanks for all your hard work Trenloe!
Trenloe
February 11th, 2026, 16:48
However, minor issue: If the results are hidden, the client sees a blank line posted to chat.
Yes, it will. That's standard functionality as the code has to send blank player message data to hide the base message. Showing a small blank line is core FG functionality in this case.
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