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Trenloe
August 29th, 2023, 17:44
Pathfinder Second Edition ruleset Release 19 is now in the LIVE channel!

Please make sure you read this post (#1) and the next two (#2 and #3) - there are a lot of new things in Release 19 and moving to it can be confusing if you're not aware of the additions!

It's finally here - after waiting way too long for this. I hope the wait's worth it! Release 19 has lots of new functionality, with the main aspect being "Activities" (see post #3 for details of what's new in this Release).

Release 19 has a large amount of new code and has been in the test channel for about a month to try to iron out most of the major issues - thanks to all of those who helped with testing. Because of this large amount of code changes, there could be issues in areas we weren't able to fully test, and there's also a very good chance that the new code will clash with extensions - either obviously (error messages) or more subtly (no error messages, but things don't quite work right). Therefore, we strongly recommend that you don't update just before a game and that you may encounter issues with extensions. If you do use extensions and you come across a problem, please try to recreate the issue without extensions before report it to us.

That said, I have been using this code in my own PF2 Kingmaker campaign for the last three months, as have some others in the test channel. Note: I run about 3 extensions, none of which are specific to PF2 and don't rely on the PF2 code.

Thanks to everyone who's tested and provided feedback. This is going out a little earlier than I would have liked (I wanted to add a couple of things, fix some bugs and add more activities/automation to DLC records) but we're tied to the Core changes that went live today. Therefore, this is really a beta+ release into live - it's very playable, the main concern is probably going to be the PC update process not working smoothly for some PCs and extensions clashing with the extensive R19 code. Thanks for your understanding if you run into issues - we'll attempt to resolve them as quickly as we can.

I'll continue to refine the code further, add more activities/automation in the Core Rules and the other rulebook products over the coming weeks...

Trenloe
August 29th, 2023, 17:44
Videos
Very fast R19 overview: https://youtu.be/9xZV_g-7bWI
Updating characters to Release 19 data: https://youtu.be/ntApHIMf7QQ
Activities - detailed information: https://youtu.be/tKbVe_Z7ujU
GM DC desktop panel and Secret checks: https://www.youtube.com/watch?v=Xa2sOAhQIfc
Desktop modifiers and off-guard/flat-footed processing: https://youtu.be/gsKuuiTURz4
NPC Gear Generation from Items list: https://youtu.be/IHv-P4PLS-o
NPC Activities and Shield processing: https://youtu.be/1R816U5-x38
Battlecry! Commander Tactics and the PC Sheet 'Special" tab https://www.youtube.com/watch?v=r0UZcjePQTo

"b" release update (September 5th): https://www.youtube.com/watch?v=2CBWP2oiWqA


Documents
R19 versions of the Wiki documents aren't available in the FG Wiki right now (they will be soon), we're tracking the changes in Google Docs. Appropriate ? help buttons within FG have been updated to point to the Google Doc versions of the Wiki. These can also be accessed from these links:

How to Use guidance: https://docs.google.com/document/d/1JMPD9SZvaMUsf7V_oN0PNnM1QPu9CMP6xfIxGzkfVXI/
PFRPG2 Effects: https://docs.google.com/document/d/1bT6ELxjkUl-6f8KJ6QdFGLjg89Wvyy6AvLbAfH6wJGo
PC Feature automation: https://docs.google.com/document/d/10RElQl0GcstaQ2m3CKKPGV0JGvDyhGyOCXd1wFQ-cN8
NPC Ability automation: https://docs.google.com/document/d/1BwmTDr6LlKs5PW3psmyfUM0rLjCSueeU_gRHO3atIV8



Project Tasks

I've been tracking tasks in a Freedamp project. If you're interested, you can access it here: https://freedcamp.com/view/3259233/tasks

Trenloe
August 29th, 2023, 17:44
* Activities and their associated actions
- New FG record type.
- Auto add specific base records.
- Skill checks vs DCs (save and skill DCs)
- Output result text to chat
- Item use
- MAP tracking
- Secret checks
- Auto generation of activities from feats with an assigned action type.
- GM desktop DC panel
- Activility filtering.
- Show minimum actions functionality.
* Release 19 PC sheet update
* PC Skills tab locked - enter edit mode to change skill proficiencies etc..
* Floating PC character sheet windows (not abilities and inventory)
* MAP buttons added to the top of PC and NPC sheets. These apply to all rolls (i.e. adjust the modifier buttons) and aren't specific to that PC/NPC.
* Damage combination
* Spell and Class DC proficiencies tracked
* How to Use field
* FG actions and success levels added to Feats
* FG actions added to Items
* Can link activities to Class Features, Lookup data and lookup data features records.
* HP damage added to item records
* SHIELDBLOCK functionality.
* Action reordering added to action lists.
* Ammo tracking
* SPEED effect and display in chat at the start of actor's turn
* Effect functionality expanded - added to some effects: trait filtering, ability name filtering, proficiency level filtering, effect targeting; ETTS and ETTT, initial init to decrease on (self, target, turn), 1/round and 2/round expenditure, ACTORNAME substitution (CT and character effects), GM only effect actions
* New effect types: DMGBASETYPE, TRAIT (currently damage action only), and many more. New effects are indicated with ** after their name in the R19 Wiki doc: https://docs.google.com/document/d/1bT6ELxjkUl-6f8KJ6QdFGLjg89Wvyy6AvLbAfH6wJGo
* Range calculations and associated effects.
* {ACTORNAME} substitution

Automation
* Improved handling of innate spell abilities.
* spell and class proficiencies
* Expanded [MESSAGE ...] functionality.
* {ACTORNAME} substitution
* {PCN} substitution (unique character number)
* Better handling of adding sorcerer bloodline

Minor changes
- Class fields respect read-only setting.
- Move from DB.getChildren to DB.getChildList API calls where appropriate
- Weapon with Finesse trait uses best of Dex or Str for attack check - only checked when weapon first added to the PC.
- minor window sizing changes.
- Trait lookup handles traits with numerical data - e.g. Additive 1.
- Sidebar icons for trait, activity and lookup data.
- Various minor fixes.
- Cater for some initial Pathfinder Remastered options.
- PERS damage within a weapon damage entry doubled on a critical hit.


Current Core Rules Data

The Pathfinder 2 Core Rules DLC (https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO2101FG) has been updated with some of the new data that contains activities and further automation. Currently the data covers the following records - usually only for those that have a specific PF2 action/activity allocated to the feat/feature/ability.

For FG to update imported PCs with the R19 data, the name of the feat, class feature, heritage and item in the PC sheet must exactly match the name of the related data in the FG Core Rules DLC.

Ancestries: Feats (all levels), heritages (all levels).
Classes: Class features (all levels), Class Feats (levels 1-6, except fighter level 1-4).
Feats: Skills/General (all levels), Archetype (some - currently: bard and fighter proficiencies).
Items: Alchemical elixirs (all levels), Potions - Healing (all levels).

No spell data has been changed in R19!

More data will be added over the coming weeks.

Trenloe
August 29th, 2023, 17:44
There are a few known issues associated with this release - these are listed below. Please check here before reporting issues and please see the next post down (#5) for details on reporting an issue.

Slowdown of database access. If a lot of PCs are opened (with all of the additional activities data) the FG instance can slow down a lot. I'm testing on a laptop, so not sure how this will effect higher spec PCs. So far it hasn't stopped me playing, but it has presented to odd instance of FG becoming unresponsive for a short time. I'm keeping an eye on this and trying to get some good reproducible steps/data to provide SmiteWorks for them to look into it further.

Database node deleted errors. These are errors that may appear after deleing records or a PC. These are there to allow SmiteWorks to try to track down what could cause the database nodes to not be cleared out completely. They won't effect your game, other than a console window popping up. I'm keeping an eye on this and trying to get some good reproducible steps/data to provide SmiteWorks for them to look into it further.

Gotchas

These are things that are working by design but may cause issues in expectation...


The Gamemastery option rule of multi classing is not supported for R19 data migration - FG will only look at the first class added to the PC when matching class features.



Itemized known issues:

Unidentified items with activities show identified name in activities
Drag of untargeted attack from chat to target with nat 20 doesn't increase success level
Apply All Actions doesn't support drag/drop
Activities vs. PCs in the combat tracker by players won't calculate target value correctly if the player doesn't own the target PC, as player instances don't have access to other PC data.
Apply all effects with multiple targets produces too many effects. Fixed.
Apply All Actions - ETTT effects applied multiple times per target. Fixed.
Lore skills not currently supported for skill actions. Fixed January 2nd 2024.
Activity ghost entries can appear outside of the PC sheet. This is a known issue with FG. Hopefully the FG devs will get a fix for this soon.

Trenloe
August 29th, 2023, 17:45
We recommend you do not update just before your game. We recommend that you load up (and convert) the PCs you use and test a few things out to make sure that there aren't any issues before you play.

If you do experience an issue, please make sure you aren't running any extensions that could clash with the FG PF2 R19 code. There's a lot of code changes in R19 so there's a very good chance that extensions will have issues. We're also running this test during a base Fantasy Grounds test period - so that could also cause issues with extensions.

If you encounter an issue, please report it in this thread. Include:

Compile your logs and post the ZIP file here. Details on compiling your logs can be found in the FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1242136781/How+to+Compile+Logs
Provide steps on how to recreate the issue.
Provide screenshot if applicable - this can really help nail down what's happening.
If the issue is during a PC update/import, please provide a copy of the PC XML from before the update/import.

Trenloe
August 29th, 2023, 17:45
Reserved 5

Trenloe
August 29th, 2023, 17:45
Reserved 6

Trenloe
August 29th, 2023, 17:45
Reserved 7

ArcticMetal
August 29th, 2023, 18:15
Hi, I just updated an ongoing campaign to the new release. The per-character conversion seemed to work as expected, but only a handful of activities were added, related to skill feats, like Battle Medicine. I then checked the list of Activities under the Character drop down and there were none available. This is with the PF2E core rules loaded and no extensions.

Johannibal
August 29th, 2023, 18:34
Hi, I just updated an ongoing campaign to the new release. The per-character conversion seemed to work as expected, but only a handful of activities were added, related to skill feats, like Battle Medicine. I then checked the list of Activities under the Character drop down and there were none available. This is with the PF2E core rules loaded and no extensions.

I'm having the exact same issue

Trenloe
August 29th, 2023, 19:34
Hi, I just updated an ongoing campaign to the new release. The per-character conversion seemed to work as expected, but only a handful of activities were added, related to skill feats, like Battle Medicine. I then checked the list of Activities under the Character drop down and there were none available. This is with the PF2E core rules loaded and no extensions.


I'm having the exact same issue

Thanks for letting us know - it looks like the updated Core Rules module hasn't been pushed to live. I'll let you know when that's completed and you can try again.

Trenloe
August 29th, 2023, 19:41
Hi, I just updated an ongoing campaign to the new release. The per-character conversion seemed to work as expected, but only a handful of activities were added, related to skill feats, like Battle Medicine. I then checked the list of Activities under the Character drop down and there were none available. This is with the PF2E core rules loaded and no extensions.


I'm having the exact same issue

The correct Core Rules module has been pushed to live - please run an update and try again. If you need to manually run the update process on a PC, there's a right-click option in the chargen tracker window, use the "Delete all activities and rebuild standard entries" option first (the menu option on the right) and then "Rebuild PC feat, feature and item activities" (the bottom menu option).

ArcticMetal
August 29th, 2023, 19:59
That resolved the issue for me, thanks!

Trenloe
August 29th, 2023, 20:01
That resolved the issue for me, thanks!
Great! Thanks for making us aware of it!

myyra
August 29th, 2023, 21:28
There seems to be a bug with the apply all effects functionality with spells. It works as expected if you only have one target, but with multiple targets every target gets the effects for all the results that any target rolled. That is, if I target two enemies with a Fear spell and one fails and the other critically fails, and then press the apply all effects button. What ends up happening is that both characters get both frightened 2 and frightened 3, instead of each getting the appropriate effect.

Trenloe
August 29th, 2023, 21:38
There seems to be a bug with the apply all effects functionality with spells. It works as expected if you only have one target, but with multiple targets every target gets the effects for all the results that any target rolled. That is, if I target two enemies with a Fear spell and one fails and the other critically fails, and then press the apply all effects button. What ends up happening is that both characters get both frightened 2 and frightened 3, instead of each getting the appropriate effect.
Thanks for reporting. I'll investigate...

darrenan
August 30th, 2023, 00:43
My characters armor proficiency was changed from T to - as part of the conversion. I'm trying to attach an image, but it's not working for some reason.

Milke
August 30th, 2023, 00:49
I'm so excited!!!

darrenan
August 30th, 2023, 00:57
There seems to be an issue with the single action show/hide button. I will occasionally see activities being drawn outside the boundaries of the containing window when click/unclick it (I was doing this in a floating window if that matters). Not seeing the same problem with the 2 and 3 action show/hide buttons.

Devistation
August 30th, 2023, 03:09
When a character is moved to the combat tracker they do not get the effects from the 'combat' tab. Like resistances or sneak attack. When I toggle the on/off it does nothing.

--update. Actually restarting the session fixed this.

Also I can't get familiars to share initiative rolls


Anyone else having the same issue?

Devistation
August 30th, 2023, 03:39
But what this red cross out symbol telling me on the activities?

They are trained in it but it makes it look like the skill is not available to them?

mwfantasygrounds
August 30th, 2023, 06:31
I believe the red cross out symbol is when you are not trained in a skill (it is telling you that there are trained actions but you can't use them since you are not trained in the skill, so it is auto-minimized).

mwfantasygrounds
August 30th, 2023, 06:44
Found an error - Sorcerer elemental bloodline automation gives deception bonus instead of intimidation bonus.

Trenloe
August 30th, 2023, 08:10
There seems to be a bug with the apply all effects functionality with spells. It works as expected if you only have one target, but with multiple targets every target gets the effects for all the results that any target rolled. That is, if I target two enemies with a Fear spell and one fails and the other critically fails, and then press the apply all effects button. What ends up happening is that both characters get both frightened 2 and frightened 3, instead of each getting the appropriate effect.
This been fixed in a hotfix a few hours ago. Thanks for reporting the issue.

Trenloe
August 30th, 2023, 08:13
There seems to be an issue with the single action show/hide button. I will occasionally see activities being drawn outside the boundaries of the containing window when click/unclick it (I was doing this in a floating window if that matters). Not seeing the same problem with the 2 and 3 action show/hide buttons.
This is a known issue with FGU that SmiteWorks are aware of and haven't been able to find a fix for it yet. It's not specific to the PF2 ruleset, but it's more reproducible - so hopefully they can find a fix to it soon.

Trenloe
August 30th, 2023, 08:14
My characters armor proficiency was changed from T to - as part of the conversion. I'm trying to attach an image, but it's not working for some reason.
Some users have reported problems with the insert image functionality in the forums recently. Have you tried Go Advanced -> Insert attachment?

Trenloe
August 30th, 2023, 08:16
But what this red cross out symbol telling me on the activities?

They are trained in it but it makes it look like the skill is not available to them?
As stated by @mwfantasygrounds it indicates that you're not trained in the skill. If the PC sheet skill tab shows you trained (or higher) and the unavailable icon still shows, please export the PC XML (blue arrow in the top right of the chargen tracker) and attach the XML file here so I can have a look.

Trenloe
August 30th, 2023, 08:28
Found an error - Sorcerer elemental bloodline automation gives deception bonus instead of intimidation bonus.
Thanks for reporting, I'll get that fixed in the next Core Rules release.

Montis
August 30th, 2023, 09:24
Rebuilding the item activities (or simply saying yes to converting a character when its first opened) makes it so that all matching item entries will be unidentified afterwards. I'm not sure if it's possible but items should keep the previous identification status.

Also I have to say that I'm not a big fan of the current UI design; it feels somewhat incoherent. I guess that's the fault of the updated core rules, but I hope that the designers update the theme to look more nicely in the near future.

Montis
August 30th, 2023, 10:44
Also a note: I didn't update one of the characters through the initial popup but later I had two buttons instead of one (as shown in the overview video) for updating the character to R19. This also resulted in no backup copy being made of the character. Did I miss something there?

Trenloe
August 30th, 2023, 10:46
Rebuilding the item activities (or simply saying yes to converting a character when its first opened) makes it so that all matching item entries will be unidentified afterwards. I'm not sure if it's possible but items should keep the previous identification status.
Thanks for reporting, I'll get that fixed in the next ruleset release.


Also I have to say that I'm not a big fan of the current UI design; it feels somewhat incoherent. I guess that's the fault of the updated core rules, but I hope that the designers update the theme to look more nicely in the near future.
The theme change is all CoreRPG driven.

Montis
August 30th, 2023, 11:53
The theme change is all CoreRPG driven.
Yeah, that's what I figured.

Did you see my second post which was posted on the last page just before you sent a reply to the first one?


Also a note: I didn't update one of the characters through the initial popup but later I had two buttons instead of one (as shown in the overview video) for updating the character to R19. This also resulted in no backup copy being made of the character. Did I miss something there?

Trenloe
August 30th, 2023, 12:09
Also a note: I didn't update one of the characters through the initial popup but later I had two buttons instead of one (as shown in the overview video) for updating the character to R19. This also resulted in no backup copy being made of the character. Did I miss something there?
The PC backup is only made if the update is ran through the initial message window - and only if you're the GM. The chargen tracker right-click menu options don't create backups.

Montis
August 30th, 2023, 12:35
The PC backup is only made if the update is ran through the initial message window - and only if you're the GM. The chargen tracker right-click menu options don't create backups.

Ok, good to know!

pumpkinstew
August 30th, 2023, 14:01
Could the GM desktop DC panel be turned into a toggleable tool with a button in the top right Tool panel? I appreciate what it can do with extra information, but I won't need it most of the time and it takes up quite a lot of valuable screen space. I know you can minimise it, but then you have to put that somewhere and find it when you want it. Having a specific 'on/off' button would be more usable.

Trenloe
August 30th, 2023, 14:06
Could the GM desktop DC panel be turned into a toggleable tool with a button in the top right Tool panel? I appreciate what it can do with extra information, but I won't need it most of the time and it takes up quite a lot of valuable screen space. I know you can minimise it, but then you have to put that somewhere and find it when you want it. Having a specific 'on/off' button would be more usable.
I'll add it to the list of feature requests to consider.

EpicWin
August 30th, 2023, 17:03
We were testing the shieldblock function, and we cannot figure out how to repair the shield once it has taken damage, or broken. We also don't see any information on it in the doc. I have tried targeting the player with the broken shield, then rolling the repair activity. Even though it says "success" and has how much will be repaired, it doesn't actually repair any of the HP. And we dont see an HP stat to modify manually on the equipment. Where do we handle this?

mwfantasygrounds
August 30th, 2023, 17:27
We were testing the shieldblock function, and we cannot figure out how to repair the shield once it has taken damage, or broken. We also don't see any information on it in the doc. I have tried targeting the player with the broken shield, then rolling the repair activity. Even though it says "success" and has how much will be repaired, it doesn't actually repair any of the HP. And we dont see an HP stat to modify manually on the equipment. Where do we handle this?

My shield does have an HP (and BT) field. To get to it, I open the inventory, open the shield, and unlock it. Then I see the fields, and I manually 'heal' the shield by deleting the Damage from it. I am not sure if there is an automated way to repair it though.

Trenloe
August 30th, 2023, 17:34
We were testing the shieldblock function, and we cannot figure out how to repair the shield once it has taken damage, or broken. We also don't see any information on it in the doc. I have tried targeting the player with the broken shield, then rolling the repair activity. Even though it says "success" and has how much will be repaired, it doesn't actually repair any of the HP. And we dont see an HP stat to modify manually on the equipment. Where do we handle this?
See what @mwfantasygrounds says above. The "HP Damage" is tracked in the equipped shield in the Inventory tab. There's no functionality currently to "heal" an item automatically, it has to be done manually.

Johannibal
August 30th, 2023, 18:29
Is there a way to have skill activities roll using Lore skills? Would love an activity for Esoteric Lore on my Thaumaturge.

Trenloe
August 30th, 2023, 18:30
Is there a way to have skill activities roll using Lore skills? Would love an activity for Esoteric Lore on my Thaumaturge.
Not yet, we're working on enabling dynamic lore skill activities.

EpicWin
August 30th, 2023, 19:14
See what @mwfantasygrounds says above. The "HP Damage" is tracked in the equipped shield in the Inventory tab. There's no functionality currently to "heal" an item automatically, it has to be done manually.

Is there a plan to add a repair button for this? Or let us use a skill check? Im not saying I expect it, its not like a major hassle but it would be a nice feature, since yall went to the trouble to auto calculate everything otherwise :)

Either way thanks for all the work on PF2e! Yall have always done good on making things better all the time, and this is just a big example of that!

Trenloe
August 30th, 2023, 20:16
Is there a plan to add a repair button for this? Or let us use a skill check? Im not saying I expect it, its not like a major hassle but it would be a nice feature, since yall went to the trouble to auto calculate everything otherwise :)
It's in the back of my mind to do something for it when I do more repair/crafting code. But it's not a priority.


Either way thanks for all the work on PF2e! Yall have always done good on making things better all the time, and this is just a big example of that!
Thank you!

SkelebuddyPizzaParty
August 31st, 2023, 00:47
My group ran into an issue last night where a character with two sources of spellcasting for the same tradition didn't have the spell save DC working correctly. For example, they were an arcane sorcerer with an arcane innate cantrip, and any spell from either source that listed a saved DC defaulted to 0 instead of what should have been an Spell save DC of 18.

SargeHWM
August 31st, 2023, 03:27
It seems I'm getting memory leaks and extreme sluggishness now.

MaxAstro
August 31st, 2023, 05:11
It's in the back of my mind to do something for it when I do more repair/crafting code. But it's not a priority.

FWIW, my group is not using the new shield block functionality specifically because of this. Shields get damaged and repaired a lot in short spans of time (especially by PCs with Quick Repair, which most anyone who uses a shield regularly will want to take) and having to go into the item entry and scroll down every time is a step too much for us compared to just using an effect to track the shield HP.

Even just exposing the shield HP somewhere with no automation would make a big difference - defense tab of the combat tracker would be nice, for example.

Montis
August 31st, 2023, 07:58
Creating and deleting characters (even practically empty ones) takes quite a lot of time (about 30 seconds or so) and FG freezes in the meantime.

Trenloe
August 31st, 2023, 07:59
FWIW, my group is not using the new shield block functionality specifically because of this. Shields get damaged and repaired a lot in short spans of time (especially by PCs with Quick Repair, which most anyone who uses a shield regularly will want to take) and having to go into the item entry and scroll down every time is a step too much for us compared to just using an effect to track the shield HP.

Even just exposing the shield HP somewhere with no automation would make a big difference - defense tab of the combat tracker would be nice, for example.
Good feedback thanks. I'll think about a way to make this easier. No promises though...

Trenloe
August 31st, 2023, 08:01
Creating and deleting characters (even practically empty ones) takes quite a lot of time (about 30 seconds or so) and FG freezes in the meantime.
This is mentioned in post #4. We're investigating ways of improving this, and SmiteWorks have some ideas but nothing concrete at this stage.

Trenloe
August 31st, 2023, 10:14
Good feedback thanks. I'll think about a way to make this easier. No promises though...
Working on it. Ideally this would have its own "repair" roll type - but that's a lot more work. Currently working on a "SHIELD" heal type to just heal the first equipped undestroyed, damaged shield - or if no damaged, but not destroyed, equipped shields then carried shields will be checked.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58713

Xargun
August 31st, 2023, 12:33
Do you have any schedule for updating the other books to v19? In my game we have a ton of feats and such from other books that I have purchased or simply created in the game myself and I am wondering whether to wait for the incoming update (like APG or SoM) or go ahead and make a new updated version myself.

Xargun

Trenloe
August 31st, 2023, 12:48
Do you have any schedule for updating the other books to v19? In my game we have a ton of feats and such from other books that I have purchased or simply created in the game myself and I am wondering whether to wait for the incoming update (like APG or SoM) or go ahead and make a new updated version myself.

Xargun
We don't have a specific schedule. It takes quite a while to hand code activities, so it's going to be an ongoing process for a while. APG will be done first, as well as some additional Core Rules stuff; interleaved with some remaster work too. So, if you want stuff you use in Activities and you're OK doing it yourself - then go for it.

Xargun
August 31st, 2023, 13:04
My group ran into an issue last night where a character with two sources of spellcasting for the same tradition didn't have the spell save DC working correctly. For example, they were an arcane sorcerer with an arcane innate cantrip, and any spell from either source that listed a saved DC defaulted to 0 instead of what should have been an Spell save DC of 18.

I had the same issue and just figured it out. Go to the combat tab and under Spell/Class Proficiencies make sure they have a spell attack and spell DC entry for that particular type of magic (arcane, occult, divine, primal). Once you set that the DC should fix itself -- it did on the one of my characters. If you need I can try to post a screenshot.

Xargun

Xargun
August 31st, 2023, 13:15
Thanks for the update - am loving v19 so far.

Xargun

pumpkinstew
August 31st, 2023, 13:51
Thanks for all the work so far.

Another shield issue came up in play last night. Because the new SHIELDBLOCK effect looks for an equipped shield on the character with the effect (rather than the character who applied it), it doesn't work with feats such as Shield Warden which allow you to Shield Block an adjacent ally.


I'll add it to the list of feature requests to consider.

Thank you.


FWIW, my group is not using the new shield block functionality specifically because of this. Shields get damaged and repaired a lot in short spans of time (especially by PCs with Quick Repair, which most anyone who uses a shield regularly will want to take) and having to go into the item entry and scroll down every time is a step too much for us compared to just using an effect to track the shield HP.

Even just exposing the shield HP somewhere with no automation would make a big difference - defense tab of the combat tracker would be nice, for example.

I can see you're already working on this, just wanted to +1 it.

Trenloe
August 31st, 2023, 14:41
Another shield issue came up in play last night. Because the new SHIELDBLOCK effect looks for an equipped shield on the character with the effect (rather than the character who applied it), it doesn't work with feats such as Shield Warden which allow you to Shield Block an adjacent ally.
That's getting very complex. The FG code isn't built to factor in two different targets. That's going to have to be handled manually.

Milke
August 31st, 2023, 16:31
Battle Medicine doesn't seem to have any functionality on it.
I opened it up and made it similar to Treat Wounds. But I left off the text about it getting rid of the Wounded condition. And I added an effect "Immune to Battle Medicine for 1 day."

Trenloe
August 31st, 2023, 16:42
Battle Medicine doesn't seem to have any functionality on it.
I opened it up and made it similar to Treat Wounds. But I left off the text about it getting rid of the Wounded condition. And I added an effect "Immune to Battle Medicine for 1 day."
Correct, as it uses Treat Wounds we're not going to replicate 4 versions of battle medicine for the various proficiencies. Treat Wounds in FG currently doesn't remove the wounded condition, so it provides the exact same functionality.

Devistation
August 31st, 2023, 16:59
I had the same issue and just figured it out. Go to the combat tab and under Spell/Class Proficiencies make sure they have a spell attack and spell DC entry for that particular type of magic (arcane, occult, divine, primal). Once you set that the DC should fix itself -- it did on the one of my characters. If you need I can try to post a screenshot.

Xargun

I am new to Pathfinder in general. Are there certain classes this should be on? Should this be present on every spellcasting class?

Trenloe
August 31st, 2023, 17:11
I am new to Pathfinder in general. Are there certain classes this should be on? Should this be present on every spellcasting class?
FG will try to auto populate the proficiencies in the combat tab - but that might not be possible for more complex spell casters who get their magic tradition from a sub class feature - i.e. the class can have a different magical tradition based off the selection of a class feature - e.g. a witch, sorcerer (this should populate if using a bloodline from the Core Rules), etc..

If it doesn't populate correctly, go to the Combat tab and add/set Spell DC (SDC) and Spell Attack (SATK) entries for the magic tradition - arcane, divine, occult or primal.

Xargun
August 31st, 2023, 18:34
The character this happened to in my game was a Witch from the APG. Both the Druid and Wizard were populated correctly though.

Xargun

Trenloe
August 31st, 2023, 22:09
The character this happened to in my game was a Witch from the APG. Both the Druid and Wizard were populated correctly though.

Xargun
Yep, a witch will need to have their spell proficiencies manually set at this time. I hope to get some more documentation around this created over the next couple of weeks.

darkling
September 1st, 2023, 00:16
We didn't expect this, and it completely threw everything off. I don't mean to be rude, but I'm getting a bit tired of loading up software I use regularly and finding it full of changes I didn't ask for that break functionality of what's already there.

Omwch
September 1st, 2023, 01:37
Hi Trenloe,
First the activities tab is awesome. The update takes some time but well worth the wait.
I encountered an issue however with combat targeting. My group was fighting against a large creature but instead of being able to attack a creature square with 5ft they had to be on top for the creature. Otherwise, it would say it’s attaching out of range. Not sure if this is a unique issue or not. I know this happened be fore with a large update a few years ago.
Again I love the update and you guys are the best. Best tabletop RPG product out there with really responsive people.

MaxAstro
September 1st, 2023, 02:25
We didn't expect this, and it completely threw everything off. I don't mean to be rude, but I'm getting a bit tired of loading up software I use regularly and finding it full of changes I didn't ask for that break functionality of what's already there.

With a mind to this, I maintain what I've stated before - that for clarity and compatibility reasons, if a spell class can't find an appropriate proficiency, it should really default to the DC and proficiency set in the spell class itself, rather than to 0.

rickyhunt
September 1st, 2023, 04:03
I am having some issues with the combat tracker. The NPCs used to show their reactions when it wasn't their turn, now they are only showing their attacks, not their reactions. Many times when a non active character gets a new effect, it doesn't show up on their list under their hps, etc. Also, when they do gain an effect, I have to toggle the effects button on and off to see them. When I get back to them in the next round, they disappear again.

What happened to the buttons at the header of the combat tracker that would open up all the characters details, like attacks or effects? That was really helpful.

MaxAstro
September 1st, 2023, 04:08
Many times when a non active character gets a new effect, it doesn't show up on their list under their hps, etc. Also, when they do gain an effect, I have to toggle the effects button on and off to see them. When I get back to them in the next round, they disappear again..

This is almost certainly extension-related. I had the same issue and it was an extension causing it. (In my case, the Clock Adjuster extension)

Trenloe
September 1st, 2023, 07:21
I am having some issues with the combat tracker. The NPCs used to show their reactions when it wasn't their turn, now they are only showing their attacks, not their reactions. Many times when a non active character gets a new effect, it doesn't show up on their list under their hps, etc. Also, when they do gain an effect, I have to toggle the effects button on and off to see them. When I get back to them in the next round, they disappear again.
As mentioned by MaxAstro - this is more than likely an extension causing this.


What happened to the buttons at the header of the combat tracker that would open up all the characters details, like attacks or effects? That was really helpful.
That was removed in the core product a few months ago.

Trenloe
September 1st, 2023, 07:31
I encountered an issue however with combat targeting. My group was fighting against a large creature but instead of being able to attack a creature square with 5ft they had to be on top for the creature. Otherwise, it would say it’s attaching out of range. Not sure if this is a unique issue or not. I know this happened be fore with a large update a few years ago.
R19 brings in range calculations for ranged attacks. Is the weapon being used for the attack a ranged weapon or a melee weapon? If it's a melee weapon, check that the M/R icon in the actions tab hasn't been accidentally clicked to make it a ranged weapon with range 0.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58724

Xargun
September 1st, 2023, 16:55
I have removed all extensions and still get the same result -- when I drag a character from the Character Selection on to the combat tracker none of their effects show up and the PC button doesn't exist. If I exit the game and load it back up everything looks fine.

(Trying to upload pic from my desktop but it won't let me)

Xargun

Trenloe
September 1st, 2023, 17:17
I have removed all extensions and still get the same result -- when I drag a character from the Character Selection on to the combat tracker none of their effects show up and the PC button doesn't exist. If I exit the game and load it back up everything looks fine.
This is on the issues task list as "CT (GM): Show/hide PC effects button not shown when first added to CT" it will be looked at soon.

webdove
September 1st, 2023, 21:27
I have removed all extensions and still get the same result -- when I drag a character from the Character Selection on to the combat tracker none of their effects show up and the PC button doesn't exist. If I exit the game and load it back up everything looks fine.

(Trying to upload pic from my desktop but it won't let me)

Xargun

Use the "go advanced" mode to add pictures. "insert image" is busted.

webdove
September 1st, 2023, 23:10
Hi,
Since we have played a couple of sessions in the test channel with release 19, I am assuming that I can copy that campaign to my live version and it should work ok.

Is it possible to code targeted effects in the NPC ability automation field for things like hide?

webdove
September 2nd, 2023, 00:08
I am having a problem tonight after moving the campaign from test to Live. All the PC combat tracker entries have 0 ac, and saves. Has anyone seen and fixed this.

Trenloe
September 2nd, 2023, 06:27
With a mind to this, I maintain what I've stated before - that for clarity and compatibility reasons, if a spell class can't find an appropriate proficiency, it should really default to the DC and proficiency set in the spell class itself, rather than to 0.
I have plans to remove the DC/Attack settings from the spell class and have all proficiencies in the Combat tab, so I specifically didn't code a fallback. However, I think it's a good idea, so I'll look into it.

Trenloe
September 2nd, 2023, 06:28
I am having a problem tonight after moving the campaign from test to Live. All the PC combat tracker entries have 0 ac, and saves. Has anyone seen and fixed this.
Thanks for reporting. This is a Combat Tracker display issue - any attack/save actions will use the correct values. I'll investigate a fix for the Combat Tracker display problem.

scottbrown
September 2nd, 2023, 17:44
The effect "SKILL: 1 item, treat wounds" currently only applies the +1 item bonus to the "Treat Wounds" activity entry and is ignored for "Treat Wounds (Expert)", "Treat Wounds (Master)", and "Treat Wounds (Legendary)" activities. Is there any way that it can be made to apply to all four Treat Wounds activities?

Release 19 is awesome so far. Love it!

pumpkinstew
September 2nd, 2023, 17:53
The effect "SKILL: 1 item, treat wounds" currently only applies the +1 item bonus to the "Treat Wounds" activity entry and is ignored for "Treat Wounds (Expert)", "Treat Wounds (Master)", and "Treat Wounds (Legendary)" activities. Is there any way that it can be made to apply to all four Treat Wounds activities?

Release 19 is awesome so far. Love it!

You can put them all in one long effect like this:
SKILL: 1 item, treat wounds; SKILL: 1 item, treat wounds (expert); SKILL: 1 item, treat wounds (legendary); SKILL: 1 item, treat wounds (master)

MaxAstro
September 2nd, 2023, 18:22
I have plans to remove the DC/Attack settings from the spell class and have all proficiencies in the Combat tab, so I specifically didn't code a fallback. However, I think it's a good idea, so I'll look into it.

While I understand the appeal of having everything working under a unified system, I have a little concern about things becoming too hardcoded. That is to say, one of the things I like about Fantasy Grounds is that if I want to break the rules in some way - such as having a spell class that has its own proficiency settings rather than being tied to a class feature because i.e. it's for a homebrew thing or perhaps I'm using it to track common Trick Magic Item scrolls - I can easily do that.

More automation is a good thing, but I hesitate about things becoming too "locked down", if that makes sense. Generally I am a strong advocate for always being able to turn the automation off if you specifically want the program to do something different, basically. Features that allow customization being outright removed in favor of automation still feels, on some level, like features being removed.

scottbrown
September 2nd, 2023, 18:25
You can put them all in one long effect like this:
SKILL: 1 item, treat wounds; SKILL: 1 item, treat wounds (expert); SKILL: 1 item, treat wounds (legendary); SKILL: 1 item, treat wounds (master)

Yeah -- I figured that out as well. It's just quite clunky--especially on the Combat Tracker. Appreciate you pointing it out, though.

MaxAstro
September 3rd, 2023, 23:23
I have a PC that is reporting zero for all of his defenses in the combat tracker, even when removed from combat tracker and readded. This is not just a display bug; monsters target his defenses correctly, however if he is targetted by an activity from another PC it treats his defenses as actually being 0. I noticed when someone rolled a 21 to grapple him and it reported a crit success, despite his fortitude being +12.

I haven't seen if the issue persists across export/import, but in case it does I have attached a copy of his XML file.

-----

I have also noticed a separate issue with defenses involving editing a monster. If you add a monster to the combat tracker, open its data, and then edit it, editing its HP or saving throws will immediately be reflected on the combat tracker (i.e. if I change its Fort save from +4 to +2 then the save under Defenses on the combat tracker immediately changes to +2). However, if you edit its AC, the AC on the combat tracker does NOT change, and will only change if manually changed in the combat tracker rather than the monster's data.

This is also not just a display issue; attacks rolled against the monster's combat tracker entry use the AC value in the combat tracker, not the AC value in the monster's data.

scottbrown
September 4th, 2023, 03:30
I have a weird thing going on with a Stealth Item bonus in the Character Effects applying twice when I roll Sneak (or another Stealth-based activity) on the Activity tab. However, it only applies the +1 bonus once when the character rolls Stealth on the Skills tab.

No extensions (other than a theme).

Trenloe
September 4th, 2023, 08:56
I have a PC that is reporting zero for all of his defenses in the combat tracker, even when removed from combat tracker and readded. This is not just a display bug; monsters target his defenses correctly, however if he is targetted by an activity from another PC it treats his defenses as actually being 0. I noticed when someone rolled a 21 to grapple him and it reported a crit success, despite his fortitude being +12.

I haven't seen if the issue persists across export/import, but in case it does I have attached a copy of his XML file.

See known issue #4 in post #4 here: https://www.fantasygrounds.com/forums/showthread.php?78915-Release-19-Information-and-feedback&p=696110&viewfull=1#post696110

I have updated the code for AC, Saves to appear correctly in the combat tracker and be available for PC to PC attacks and saves. And also re-worked the Skill VsDC code to allow PC to PC checks to correctly get the DC.


I have also noticed a separate issue with defenses involving editing a monster. If you add a monster to the combat tracker, open its data, and then edit it, editing its HP or saving throws will immediately be reflected on the combat tracker (i.e. if I change its Fort save from +4 to +2 then the save under Defenses on the combat tracker immediately changes to +2). However, if you edit its AC, the AC on the combat tracker does NOT change, and will only change if manually changed in the combat tracker rather than the monster's data.

This is also not just a display issue; attacks rolled against the monster's combat tracker entry use the AC value in the combat tracker, not the AC value in the monster's data.
I'll look into that. Thanks for reporting.

Trenloe
September 4th, 2023, 09:04
I have a weird thing going on with a Stealth Item bonus in the Character Effects applying twice when I roll Stealth (or another Stealth-based activity) on the Activity tab. However, it only applies the +1 bonus once when the character rolls Stealth on the Skills tab.

No extensions (other than a theme).
I thought I'd squished that bug! It's specific to rolls with the "secret" trait. I'll investigate a fix. Thanks for reporting.

Trenloe
September 4th, 2023, 16:23
Another shield issue came up in play last night. Because the new SHIELDBLOCK effect looks for an equipped shield on the character with the effect (rather than the character who applied it), it doesn't work with feats such as Shield Warden which allow you to Shield Block an adjacent ally.
Coming to Fantasy Grounds PF2 campaigns near you soon...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58755

Stargrove
September 4th, 2023, 18:54
There seems to be an issue when cycling through the Mode settings on the Activities page. To make sure this was not an issue with any extensions, I loaded up a vanilla PF2e campaign and created a new character as well as testing with an imported character. I am running my resolution at 2560x1440 and FG is full-screen. After creating the new character and extending the window to take up ~2/3 of the screen height and then start cycling through the Modes.

When I get to Mode: Exploration I see this --

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58756&d=1693849335

Those items below the main window will scroll with the other text and after they make an appearance in the character sheet window they never show up below the window like that again until I cycle back through the Modes to Exploration again. Also, it does not happen unless the window is opened past a certain point in height on my screen.

I have also tested this with an imported lvl 11 character and it still happens but the behavior is a bit different. If I leave the windows its default height after opening it and cycle through the Modes it does not happen until I get to the All mode, but it is still there. As before, once I scroll and the item that shows up gets into the main window frame the issue goes away until I cycle back through the Modes to All again and it comes back.

I have tried various iterations of window height and cycling through the Display settings and do not see the same issue there.

Trenloe
September 4th, 2023, 19:00
There seems to be an issue when cycling through the Mode settings on the Activities page. To make sure this was not an issue with any extensions, I loaded up a vanilla PF2e campaign and created a new character as well as testing with an imported character. I am running my resolution at 2560x1440 and FG is full-screen. After creating the new character and extending the window to take up ~2/3 of the screen height and then start cycling through the Modes.

When I get to Mode: Exploration I see this --

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58756&d=1693849335

Those items below the main window will scroll with the other text and after they make an appearance in the character sheet window they never show up below the window like that again until I cycle back through the Modes to Exploration again. Also, it does not happen unless the window is opened past a certain point in height on my screen.

I have also tested this with an imported lvl 11 character and it still happens but the behavior is a bit different. If I leave the windows its default height after opening it and cycle through the Modes it does not happen until I get to the All mode, but it is still there. As before, once I scroll and the item that shows up gets into the main window frame the issue goes away until I cycle back through the Modes to All again and it comes back.

I have tried various iterations of window height and cycling through the Display settings and do not see the same issue there.
This is a known issue with FG in general, but the FG devs haven't been able to reliably reproduce it. It appears more often in the PF2 ruleset - hopefully this will allow the devs to identify the issue. I've added it to the known issues in post #4.

Stargrove
September 4th, 2023, 19:01
Ha! I was just going to update my post to say it might not be PF2e related.

pumpkinstew
September 4th, 2023, 20:38
Coming to Fantasy Grounds PF2 campaigns near you soon...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58755
Amazing, thank you.

Omwch
September 5th, 2023, 11:34
That seemed to do the trick thank you very much. Again, you are super responsive, and it is much appreciated.

Trenloe
September 5th, 2023, 11:42
That seemed to do the trick thank you very much. Again, you are super responsive, and it is much appreciated.
Thanks for reporting the problem. A couple of other people have mentioned it - and they have ranged weapons with the range showing "0" - I'll investigate adding some code to check for ranged = 0 in the ranged weapon action entry and set to the range of the base weapon record. I'm just trying to think if there's any reason someone would manually set their range to 0, as I wouldn't want to override that.

Montis
September 5th, 2023, 12:48
Maybe 0 can be treated as infinite for ranged weapons?

There's also an "issue" with shields having no entries for HP and then there's an error saying "no unbroken shield equipped" (or something along those lines). Obviously as soon as you know what the issue is, it's an easy one-time fix but we were struggling to find out why this was happening at first. Especially as it was on characters that don't actually have shield block and therefore don't use the shield HP mechanics.

Trenloe
September 5th, 2023, 13:15
There's also an "issue" with shields having no entries for HP and then there's an error saying "no unbroken shield equipped" (or something along those lines). Obviously as soon as you know what the issue is, it's an easy one-time fix but we were struggling to find out why this was happening at first. Especially as it was on characters that don't actually have shield block and therefore don't use the shield HP mechanics.
The rules are that broken items can't be used - so a broken shield can't be used to add its AC when raised. A shield entry not having any HP is the issue here. Was the shield manually created or is it from a product?

Montis
September 5th, 2023, 14:06
The rules are that broken items can't be used - so a broken shield can't be used to add its AC when raised. A shield entry not having any HP is the issue here. Was the shield manually created or is it from a product?
Well, we figured out what the issue is. The shields (plural) were from the Age of Ashes adventure path. I know that things have to be updated still and I know that R19 is very new and a lot of data is still missing. I just wanted to let you know that this is something that people might run into.

Trenloe
September 5th, 2023, 14:12
I just wanted to let you know that this is something that people might run into.
I really appreciate that. I've added some code that assume that a shield with 0 base HP can be used as part of the Raise Shield action. If this causes other issue I may have to rethink that, but I think it's an acceptable assumption to make based off incomplete shield records.

Montis
September 5th, 2023, 14:23
I really appreciate that. I've added some code that assume that a shield with 0 base HP can be used as part of the Raise Shield action. If this causes other issue I may have to rethink that, but I think it's an acceptable assumption to make based off incomplete shield records.

Seems like a perfectly fine solution :) Thank you!

Trenloe
September 5th, 2023, 20:40
Updated 5th September 2023!

"b" release update video: https://www.youtube.com/watch?v=2CBWP2oiWqA

There's a few fixes and some new functionality. Thanks for everyone who's reported issues and made suggestions - some issues are fixed in this release and some of the suggestions are implemented! Please keep the suggestions and issue reports coming. Thank you all!

Ruleset:


Chat version = PF2 release 19b
[Updated] Redesigned VsDC handler to allow full access to PC data when acting against another PC.
[Updated] Effect trait filters will remove any text within brackets - (...) For example:allows "Treat Wounds" effect matching to "Treat Wounds (Expert)" activity.
[Updated] If ranged weapon action range = 0 in the PC actions tab, set range to base inventory item range.
[Updated] Shields with 0 base HP can be raised and apply their AC bonus.
[Updated] Shields with a break threshold of 0 can't be broken.
[Updated] Update of shield AC then raising/lowering shield takes into account current equipped unbroken shield.
[Added] Heal type = shield. Allows repairing of shields.
[Added] Min Actions display to spells in the Actions tab.
[Added] Ability to hide ApplyAllActions for spells.
[Added] S+ (Success Plus) and F- (Failure minus) to action result level options.
[Added] Prof# (prof number) to actions (currently only supported for skill activities). Untrained = 0, Trained = 1, Expert = 2, etc.. Initial use with the Repair (shield) activity.
[Added] ShieldDC to activity skill target DCs. Used for Repair (shield) activity.
[Added] Redesigned the SHIELDBLOCK functionality - the hardness of the equipped shield will be used, not need to specify SHIELDBLOCK: XX.
[Added] Support for Repair (shield) activity - the first damaged equipped or carried shield in the target PC inventory will be repaired, and also used for the repair DC.
[Added] SHIELDBLOCKALLY functionality - used for Shield Warden feat and similar.
[Added] GM DC Panel - ability to close via right-click menu and open via desktop sidebar "Tool" button.
[Added] [DEV] getEffectTargetNode functionality to the PFRPG2 effect handler.
[Added] Not currently supported GM chat message for Usage = usecount.
[Added] Activity and spell actions without a source actor (i.e. executed from a campaign data record) will use the currently active NPC and their targeting.
[Fixed] Various CT issue:
[Fixed] - PC AC and Saves not shown in CT.
[Fixed] - Attack section shown when PC first added to CT.
[Fixed] - Character effects toggle not shown when PC first added to CT.
[Fixed] - Rest right-click menu not available for PC when first added to the CT.
[Fixed] VsDC secret checks applying effects twice.
[Fixed] R19 code updating inventory items wouldn't keep original identified state.
[Fixed] Player would see incorrect chat warning regarding core rules module not open when opening a PC.


[U]Core Rules Module Data


[Added] Repair (shield) activity
[Added] Shield Warden SHIELDBLOCKALLY activities.
[Added] How to use text to Battle Medicine
[Updated] Hide effects now GM visible only
[Updated] Shield Block feat effect to use SHIELDBLOCK (no XX value)
[Fixed] Ranger Hunt Prey class feature RANGEINC2MOD -2 instead of +2
[Fixed] Sorcerer Elemental Blood Magic elemental energy effect using deception instead of intimidation.
[Fixed] Actions not added correctly for feats with the same name.

MaxAstro
September 6th, 2023, 14:24
[Added] Redesigned the SHIELDBLOCK functionality - the hardness of the equipped shield will be used, not need to specify SHIELDBLOCK: XX.

Is it still possible to specify a value if you want? Some classes have effects that modify the effective hardness of their shield (champion is a big one) and I could see that you might not want to edit the actual item entry because it becomes a game of "wait, is 10 the actual base hardness of the shield, or did I already add in the bonus?" There are also effects like Everstand Stance that situationally modify shield hardness.

Also, a question about something I admittedly haven't had the time to test myself yet: does shield block as currently implemented only reduce physical damage? Is it possible to automate feats like Necromantic Deflection or Reflexive Shield, or do those have to be handled manually at the moment?

(Also by the way this is a great update; don't want you thinking I don't appreciate all the hard work that goes into these. :) )

Trenloe
September 6th, 2023, 14:40
Is it still possible to specify a value if you want? Some classes have effects that modify the effective hardness of their shield (champion is a big one) and I could see that you might not want to edit the actual item entry because it becomes a game of "wait, is 10 the actual base hardness of the shield, or did I already add in the bonus?" There are also effects like Everstand Stance that situationally modify shield hardness.
Yes, I've left in SHIELDBLOCK: XX to override the base shield hardness.


Also, a question about something I admittedly haven't had the time to test myself yet: does shield block as currently implemented only reduce physical damage? Is it possible to automate feats like Necromantic Deflection or Reflexive Shield, or do those have to be handled manually at the moment?
The SHIELDBLOCK code does specifically look for physical damage. I'll need to review those other feats - thanks for making me aware of them.

chaosknight199
September 6th, 2023, 23:02
I'll be keeping an eye out for the Dynamic lore rolls then but till then I created a Copy of the Lore activity and changed its skill to one that matches the roll needed (Deception for my Thaumaturge player) that seems to work as a work around atleast. I wish the skill choice in the Skill Check automation list used the skills tab as its choices.

Trenloe
September 7th, 2023, 00:34
I wish the skill choice in the Skill Check automation list used the skills tab as its choices.
The generic cycler used to select the target DC is designed to be hard coded. It's going to take extra coding to enable the addition of dynamically created skills to be added in to the list of normal skills, save DCs and ShieldDC selections. It can be done, it's just that it's not quick and easy, but it will be done at some point.

Montis
September 7th, 2023, 10:55
The SHIELDBLOCK code does specifically look for physical damage. I'll need to review those other feats - thanks for making me aware of them. There's also some special shields that are a bit weird like the Dragonslayer's Shield (https://2e.aonprd.com/Equipment.aspx?ID=318) and more importantly the Spellguard Shield (https://2e.aonprd.com/Equipment.aspx?ID=325) that allows blocking damage from spells. Not sure if there are more of those.

Also the Shield cantrip can block damage specifically from Magic Missile, eh, I mean Force Barrage :P

Trenloe
September 7th, 2023, 11:35
There's also some special shields that are a bit weird like the Dragonslayer's Shield (https://2e.aonprd.com/Equipment.aspx?ID=318) and more importantly the Spellguard Shield (https://2e.aonprd.com/Equipment.aspx?ID=325) that allows blocking damage from spells. Not sure if there are more of those.

Also the Shield cantrip can block damage specifically from Magic Missile, eh, I mean Force Barrage :P
Thanks for the examples.

The Dragonslayer shield can be handled via RESIST: 10 fire (or whatever) as that applies when the shield is held, it's not related to SHIELDBLOCK; if you do use block with that shield, the shield's hardness would be applied separately from RESIST effects.

Spellguard shield is a good example for me to look at. I think I'm going to have to add a damage type descriptor to SHIELDBLOCK, but I'll need to look into it further.

I'll also need to investigate the shield spell. Things are never easy, are they?!? ;)

Thanks again for the examples.

Montis
September 7th, 2023, 11:46
Thanks for the examples.
The Dragonslayer shield can be handled via RESIST: 10 fire (or whatever) as that applies when the shield is held, it's not related to SHIELDBLOCK; if you do use block with that shield, the shield's hardness would be applied separately from RESIST effects.
Akshually :square: the Dragonslayer's Shield itself has the damage resistance, it doesn't grant the resistance to the wearer. Which imho is a bit dumb, but that's how I read the rules on this one.

Trenloe
September 7th, 2023, 12:28
Akshually :square: the Dragonslayer's Shield itself has the damage resistance, it doesn't grant the resistance to the wearer. Which imho is a bit dumb, but that's how I read the rules on this one.
Ah yes, so it does. Thanks for that Paizo!

webdove
September 8th, 2023, 05:45
Hi Trenloe, Is there any intent to add "reload" automation for weapons that require it?

BTW, Thanks for fixing the DC 0 bug. It was causing us much grief last week.

AsmodeusUltima
September 8th, 2023, 07:25
Hi there! Excited to use the new update. Bit of an issue though. When I first installed the new version a few days ago I updated all the characters and there were no problems, everything looks great. One player has been on a business trip away from his home computer and just sent me his level up info this evening. I was inputting it and everything was going well until I tried to update skill proficiencies. Clicking in the Prof column does nothing. I can use every other function like adding a new lore or editing the skill list, but cannot change proficiency level. Checked the other characters and same problem. Tried creating a new character, same problem. Tried loading up another campaign whose characters were not yet upgraded to v19, same problem. And of course tried disabling all extensions and restarting the program. Hopefully this will be an easy fix. Thank you for all of your hard work!

Trenloe
September 8th, 2023, 09:29
Hi there! Excited to use the new update. Bit of an issue though. When I first installed the new version a few days ago I updated all the characters and there were no problems, everything looks great. One player has been on a business trip away from his home computer and just sent me his level up info this evening. I was inputting it and everything was going well until I tried to update skill proficiencies. Clicking in the Prof column does nothing. I can use every other function like adding a new lore or editing the skill list, but cannot change proficiency level. Checked the other characters and same problem. Tried creating a new character, same problem. Tried loading up another campaign whose characters were not yet upgraded to v19, same problem. And of course tried disabling all extensions and restarting the program. Hopefully this will be an easy fix. Thank you for all of your hard work!
I've locked the skills tab down due a few requests asking to do that to avoid accidentally clicking on a skill proficiency. Enter edit mode (click the brown "/" button in the top right) to change. I had originally changed the frame on those fields when locked down to indicate they were read only, but it looks like a recent CoreRPG update has broken that - I'll fix that as a slight help to indicate the fields are read only.

webdove
September 8th, 2023, 18:22
Is release 19b2 (which I see in chat today) newer than release 19b as described in post #97?

webdove
September 8th, 2023, 18:25
It would be a nice convenience if in the activities tab for skills the word to the right of the skill that describes proficiency (e.g. Medicine - Trained) was more specific and said (Medicine - Expert) if the person was an expert.

AsmodeusUltima
September 8th, 2023, 18:48
I've locked the skills tab down due a few requests asking to do that to avoid accidentally clicking on a skill proficiency. Enter edit mode (click the brown "/" button in the top right) to change. I had originally changed the frame on those fields when locked down to indicate they were read only, but it looks like a recent CoreRPG update has broken that - I'll fix that as a slight help to indicate the fields are read only.

Cool, thanks! Knowing is half the battle. The other half is clicking the correct button!

webdove
September 8th, 2023, 19:24
Would it be possible to add ETTS and ETTR modifications to the buttons in the tool/effects panel? You could use shift-drag of hidden onto the target to apply hidden on you with respect to your target and control-drag of flat-footed onto yourself to apply flat-footed to your target(s) with respect to you.

Trenloe
September 12th, 2023, 22:57
A few answers to recent posts:


Is release 19b2 (which I see in chat today) newer than release 19b as described in post #97?
Yes. Any number after a letter is usually a minor release/hotfix.


It would be a nice convenience if in the activities tab for skills the word to the right of the skill that describes proficiency (e.g. Medicine - Trained) was more specific and said (Medicine - Expert) if the person was an expert.
That's not the intent of the proficiency name listed. The name is the minimum required to use the activity and is similar to the Skills chapter in the Core Rules.


Hi Trenloe, Is there any intent to add "reload" automation for weapons that require it?
Not sure what automation you're referring to?


Would it be possible to add ETTS and ETTR modifications to the buttons in the tool/effects panel? You could use shift-drag of hidden onto the target to apply hidden on you with respect to your target and control-drag of flat-footed onto yourself to apply flat-footed to your target(s) with respect to you.
I think that would be a bit too complex to implement reliably. I'll consider something like this for a future release, but it would be difficult to fully communicate how to use such effects from the campaign effects list with this type of targeting.

webdove
September 12th, 2023, 23:07
A few answers to recent posts:


Yes. Any number after a letter is usually a minor release/hotfix.


That's not the intent of the proficiency name listed. The name is the minimum required to use the activity and is similar to the Skills chapter in the Core Rules.


Not sure what automation you're referring to?


I think that would be a bit too complex to implement reliably. I'll consider something like this for a future release, but it would be difficult to fully communicate how to use such effects from the campaign effects list with this type of targeting.

Thank you kindly for your responses. I appreciate your efforts very much. Keep up the good work.

darrenan
September 16th, 2023, 19:26
I added a new Activity category named "Class Features", and then added a new Activity section named "Magus", into which I added an activity and then favorited it. This is what I ended up with:

58873

It didn't propogate the name of the section "Magus", and it added a second section. Neither of which I can change or edit in any way, even if I hit the edit button in the lower right. I've also tried exiting out of the campaign and reloading, same thing. No extensions loaded.

I did renumber/reorder all the categories, but Favorites is still 00, in case that matters. I can send you the db.xml if you want.

EDIT: I tried a "Rebuild PC feat, feature, and item activities" and it left the new category and section there, but deleted the activity. The section under Favorites is still named "-", but the extra section is gone now.
EDIT2: And after I rebuilt the activity and favorited it, it did not appear in the Favorites section.

darrenan
September 16th, 2023, 20:10
Found a typo in the "Palm an Object" "How To Use" text:

58878

EDIT: there's another one 2 lines down, "agains" instead of "against".

darrenan
September 16th, 2023, 21:00
Would it be possible to have the "Create Activity" radio button within items actually create the activity when you check it on? That button only seems to appear when the item is in your inventory, not when it's in the party sheet, and doing a full rebuild of all activities seems like overkill when just one item changes.

The item in question is Oil of Potency, which currently doesn't have any effects in its record, but probably should (at least for the AC/Resilience option, the weapon option might be a little more problematic).

EDIT: I created an activity manually for the item in question. When I favorited it, it ended up in the wrong section. It ended up in the custom magus section per my other post above.

MaxAstro
September 17th, 2023, 00:13
Just wanted to say - thank you so much for going ahead and adding in the "fallback" on spell save DCs. One of my players wants to play an Exemplar from the playtest for a one shot and that being there means I have a reasonable way to handle save DCs for the class' special abilities without having to actually put all the work into creating a new class. :)

Trenloe
September 17th, 2023, 09:40
I added a new Activity category named "Class Features", and then added a new Activity section named "Magus", into which I added an activity and then favorited it. This is what I ended up with:

58873

It didn't propogate the name of the section "Magus", and it added a second section. Neither of which I can change or edit in any way, even if I hit the edit button in the lower right. I've also tried exiting out of the campaign and reloading, same thing. No extensions loaded.

I did renumber/reorder all the categories, but Favorites is still 00, in case that matters. I can send you the db.xml if you want.

EDIT: I tried a "Rebuild PC feat, feature, and item activities" and it left the new category and section there, but deleted the activity. The section under Favorites is still named "-", but the extra section is gone now.
EDIT2: And after I rebuilt the activity and favorited it, it did not appear in the Favorites section.
You can't edit anything within the Favorites section, because it has settings that are required to make it work, and the activities listed there reflect the base activity. This is very specifically by design based off functionality and issues encountered in the beta test.

The section name for an activity added to favorites is taken from the "Category" field in the individual base activity record.

Trenloe
September 17th, 2023, 09:44
Would it be possible to have the "Create Activity" radio button within items actually create the activity when you check it on? That button only seems to appear when the item is in your inventory, not when it's in the party sheet, and doing a full rebuild of all activities seems like overkill when just one item changes.

The item in question is Oil of Potency, which currently doesn't have any effects in its record, but probably should (at least for the AC/Resilience option, the weapon option might be a little more problematic).
I'll investigate showing the Create Activity button for items in the party sheet.


EDIT: I created an activity manually for the item in question. When I favorited it, it ended up in the wrong section. It ended up in the custom magus section per my other post above.
See my response above.

Trenloe
September 17th, 2023, 09:44
Found a typo in the "Palm an Object" "How To Use" text:

58878

EDIT: there's another one 2 lines down, "agains" instead of "against".
Thanks for reporting.

Montis
September 17th, 2023, 15:11
Hasn't the "unidentified items" issue been resolved yet? We played today in a different group and we again had the issue happening after converting the characters.

rhagelstrom
September 17th, 2023, 22:05
Speaking for Tubo extension, If local functions called within manager_effect_pfrpg2.lua were prepended with EffectManagerPFRPG2. it would make the mod cleaner and help prevent against breakage with future ruleset updates.

Trenloe
September 18th, 2023, 07:06
Hasn't the "unidentified items" issue been resolved yet? We played today in a different group and we again had the issue happening after converting the characters.
I've specifically added code to store the original identification state and reapply that after updating an item. If you have a reproducible PC that always shows this please export the XML for that PC and upload here. Thanks.

Trenloe
September 18th, 2023, 07:08
Speaking for Tubo extension, If local functions called within manager_effect_pfrpg2.lua were prepended with EffectManagerPFRPG2. it would make the mod cleaner and help prevent against breakage with future ruleset updates.
I'll make a note to try to update this for a future release.

darrenan
September 18th, 2023, 16:09
I wasn't trying to edit the favorites. I screenshotted it so you could see that when I create a new category and section, it adds blank sections to the favorites, and doesn't carry the name of the new category to the new section in favorites (the name ends up being "-" rather than the name of the category I created, "Magus"). Sorry for not explaining that well.

EDIT: And new items I add to existing categories, and then favorite, end up in the wrong section under favorites.

Trenloe
September 18th, 2023, 19:26
I wasn't trying to edit the favorites. I screenshotted it so you could see that when I create a new category and section, it adds blank sections to the favorites, and doesn't carry the name of the new category to the new section in favorites (the name ends up being "-" rather than the name of the category I created, "Magus"). Sorry for not explaining that well.

EDIT: And new items I add to existing categories, and then favorite, end up in the wrong section under favorites.
What do you have set as the category in the individual activity record - not the section name in the GUI. Open up the activity record - the "Category" field in the individual activity record is used when adding the activity to favorites, not the section name displayed in the GUI.

NightDragon
September 19th, 2023, 00:14
I just updated my game and the characters updated their characters. One of the characters only has wizard activities and feat activities. None of the others like skill activities are listed.

darrenan
September 19th, 2023, 03:31
What do you have set as the category in the individual activity record - not the section name in the GUI. Open up the activity record - the "Category" field in the individual activity record is used when adding the activity to favorites, not the section name displayed in the GUI.

That's totally counter intuitive, but ok I can fix that.

EDIT: Ok I see, the record has both category and section fields within it, that makes more sense. I guess it would be nice to have those automatically filled out when you create a new record within that category and section, that's what I mean by unintuitive.

darrenan
September 19th, 2023, 03:33
Hmm, I removed the favorite, added Magus as the category. But when I refavorited it, it did the same thing. Might need to do a complete rebuild to fix everything.

Trenloe
September 19th, 2023, 07:25
I just updated my game and the characters updated their characters. One of the characters only has wizard activities and feat activities. None of the others like skill activities are listed.
Sounds like they didn't have the Core Rules module enabled when they updated. Once they've enabled the Core Rules module they can do the base activity build from the right-click menu in the chargen tracker.

webdove
September 21st, 2023, 23:44
I am very anxious about my session on Friday. I am running the second book of Strength of Thousands (Spoken on the Song Wind). I am beginning to have NPC's with significant capabilities Such as the 6th level Grippli Jinxer. I can cause the roll and I can apply the stage 1 poison labels, but I cannot apply any of the automations for it.

webdove
September 21st, 2023, 23:45
I was expecting that the asterisk click would apply the automation to the target, but that is not happening. I am confused about how to use the automation tomorrow.

webdove
September 21st, 2023, 23:48
Ah. Am I supposed to double click
[Stage 1] then
[2d4 poison damage] then
[stupified 1](1 round)
in sequence?

webdove
September 22nd, 2023, 01:11
Now that Release 19 is out, should I be closing the ShadeRaven DnD Actions and Skills modules that people had been depending on?

Trenloe
September 22nd, 2023, 11:32
I was expecting that the asterisk click would apply the automation to the target, but that is not happening. I am confused about how to use the automation tomorrow.
ApplyAllEffects only works if there effect automation has a result state associated with it. None of the effects in the screenshot have result states (as it would confuse subsequent stage saves) so the ApplyAllEffects button doesn't do anything. Double-click on each automation entry relevant to the stage the target has progressed to.

webdove
September 22nd, 2023, 14:52
ApplyAllEffects only works if there effect automation has a result state associated with it. None of the effects in the screenshot have result states (as it would confuse subsequent stage saves) so the ApplyAllEffects button doesn't do anything. Double-click on each automation entry relevant to the stage the target has progressed to.

Thanks Trenloe. I understand.

Did you enable NPC access to the activities window? It appears that now if it is an NPC's turn and they have a target that things in the activity window list like Feint can now be used directly without the activity having to be on the NPC sheet or the Combat Tracker NPC entry. That is a great improvement for NPC automation!

Trenloe
September 24th, 2023, 20:10
Did you enable NPC access to the activities window? It appears that now if it is an NPC's turn and they have a target that things in the activity window list like Feint can now be used directly without the activity having to be on the NPC sheet or the Combat Tracker NPC entry. That is a great improvement for NPC automation!
Information here (mostly in the video): https://www.fantasygrounds.com/forums/showthread.php?78915-Release-19-Information-and-feedback&p=696895&viewfull=1#post696895

webdove
September 24th, 2023, 22:01
Thanks for that information.

I remember trying to search for all the update posts when I was wondering about new features, but this version of vbulletin only searches for single words.

Is there a single word special pattern that you could use for your update posts (besides the word "update" which generates many hits) to make it easier to find your update posts or alternatively could you put a simple link to each new update post on page one to make it easy for us to keep track of changes?

Trenloe
September 26th, 2023, 22:32
Thanks for that information.

I remember trying to search for all the update posts when I was wondering about new features, but this version of vbulletin only searches for single words.

Is there a single word special pattern that you could use for your update posts (besides the word "update" which generates many hits) to make it easier to find your update posts or alternatively could you put a simple link to each new update post on page one to make it easy for us to keep track of changes?
I'll try and provide a central place for updates. Until I do that, keep an eye on the weekly update threads in the City Hall forum.

NightDragon
September 27th, 2023, 00:07
Here's a screenshot for this. The skill activites and others are missing. any idea how to fix this to get other activities listed?

Trenloe
September 27th, 2023, 09:16
Here's a screenshot for this. The skill activites and others are missing. any idea how to fix this to get other activities listed?
The screenshot wasn't attached.

As mentioned in my reply to you before: "Sounds like they didn't have the Core Rules module enabled when they updated [the PC]. Once they've enabled the Core Rules module they can do the base activity build from the right-click menu in the chargen tracker."

NightDragon
September 27th, 2023, 16:02
Sounds like they didn't have the Core Rules module enabled when they updated. Once they've enabled the Core Rules module they can do the base activity build from the right-click menu in the chargen tracker.

We just checked. He has the core rules module enabled and has since he started.

MaxAstro
September 27th, 2023, 16:19
We just checked. He has the core rules module enabled and has since he started.

I also have a couple PCs who fail to get activities when using the right click rebuild, which I know I've mentioned a couple times, and I feel like it always gets brushed off with "Core Rules isn't loaded". Core Rules is in fact loaded. I just tested with no extensions. Right click rebuild is making no changes at all to the PC I'm testing with's activities. He received Feat activities when feats were added, but he has no Skill activities except a couple I manually added and no downtime/exploration activities at all. Other PCs in my same campaign got their activities just fine, but this one refuses and I have no idea what the difference is.

Also: This was a PC created in a R19 environment, it was not updated to R19. It is vaguely possible that the player did not have the Core Rules loaded when the PC was first created, but obviously that shouldn't prevent me from being able to rebuild the PC's activities now, with Core Rules definitely loaded.

NightDragon
September 27th, 2023, 16:25
I also have a couple PCs who fail to get activities when using the right click rebuild, which I know I've mentioned a couple times, and I feel like it always gets brushed off with "Core Rules isn't loaded". Core Rules is in fact loaded. I just tested with no extensions. Right click rebuild is making no changes at all to the PC I'm testing with's activities. He received Feat activities when feats were added, but he has no Skill activities except a couple I manually added and no downtime/exploration activities at all. Other PCs in my same campaign got their activities just fine, but this one refuses and I have no idea what the difference is.

Also: This was a PC created in a R19 environment, it was not updated to R19. It is vaguely possible that the player did not have the Core Rules loaded when the PC was first created, but obviously that shouldn't prevent me from being able to rebuild the PC's activities now, with Core Rules definitely loaded.

I just fixed it on my side as the DM. I did the erase all activities and rebuild skill one first, and then I did the rebuild of class item and feat. Everything is there now.

Trenloe
September 27th, 2023, 16:44
I also have a couple PCs who fail to get activities when using the right click rebuild, which I know I've mentioned a couple times, and I feel like it always gets brushed off with "Core Rules isn't loaded". Core Rules is in fact loaded. I just tested with no extensions. Right click rebuild is making no changes at all to the PC I'm testing with's activities. He received Feat activities when feats were added, but he has no Skill activities except a couple I manually added and no downtime/exploration activities at all. Other PCs in my same campaign got their activities just fine, but this one refuses and I have no idea what the difference is.

Also: This was a PC created in a R19 environment, it was not updated to R19. It is vaguely possible that the player did not have the Core Rules loaded when the PC was first created, but obviously that shouldn't prevent me from being able to rebuild the PC's activities now, with Core Rules definitely loaded.
Sorry you're feeling like you're getting brushed off. There are two right-click options in the chargen tracker - 1) Delete all activities and rebuild standard entries, and 2) Rebuild PC feat, feature and item activities; these do different things. Only #1 will add in the standard skill activities. The code behind option #1 is pretty straightforward - all activities are deleted and all of the activities currently accessible in the campaign (campaign data and loaded modules) that are marked as "Auto Create" are added to the PC. So, there's really one of two things that can fail - the initial deletion of all activities, or the creation of the "Auto Create" activities. If you have a PC that reliably doesn't delete and recreate the base activities when the right-click "Delete all activities and rebuild standard entries" option is used (note this is different to the "Rebuild PC feat, feature and item activities" option) then please export that PC's XML here so that I can see if I can recreate the issue. Sorry if you've already provided such XML in the past - I'd like to start with a clean slate with XML that fails now.

MaxAstro
September 27th, 2023, 16:56
Gotcha!

I did in fact fail to notice there are two buttons. Delete+Rebuild does in fact work. Sorry for the confusion.

Mind you: I am reasonably sure that this player did have Core Rules loaded when they created the PC; there may still be an issue bouncing around there that is leading to newly created PCs sometimes not getting their activities. However, I can confirm that delete+rebuild does seem to address the issue now that the ID-ten-T error has been addressed. :)

EDIT: While messing with this I noticed that the feat Bon Mot adds a feat activity, but that activity has no actions associated with it. Known issue?

MaxAstro
September 27th, 2023, 17:08
...I also just realized why I thought the other rebuild button was doing nothing. It matches the activities to the names of the feats in the player's abilities section, doesn't it?

My players are in the habit of marking their feats with what resource they used to acquire the feat - so for example renaming "Bon Mot" to "S - Bon Mot" to indicate that a skill feat was spent to acquire it as opposed to a general feat. That would break the rebuild by causing it to not match the feat name correctly, wouldn't it? In an ideal world I feel like "display name" and "actual name" should be separate fields, but I recall from previous comments that is very much not the case currently.

(Of course the programmer in me wonders why things like this don't have internal identifiers to prevent that but I understand that's an architecture issue you have no control over. :) )

Trenloe
September 27th, 2023, 17:48
Mind you: I am reasonably sure that this player did have Core Rules loaded when they created the PC; there may still be an issue bouncing around there that is leading to newly created PCs sometimes not getting their activities. However, I can confirm that delete+rebuild does seem to address the issue now that the ID-ten-T error has been addressed. :)
When a PC is opened for the first time in a session, FG checks if there are any activities in the Activities tab, if there aren't any then it will try to build the base *activities, unless the campaign option "R19 Update - Add New Activities" is set to "No".


EDIT: While messing with this I noticed that the feat Bon Mot adds a feat activity, but that activity has no actions associated with it. Known issue?
That's by design. Any feat that has an action assigned to it will also create an activity - even if there are no actions associated with it. This allows a player to see most of their activity related options in the Activities tab.*


...I also just realized why I thought the other rebuild button was doing nothing. It matches the activities to the names of the feats in the player's abilities section, doesn't it?
Yes.

MaxAstro
October 8th, 2023, 19:50
Is it possible to have a setting to make "all actions" the default display instead of "min actions"? My players keep getting confused because their character sheets keep switching back to min actions, and a lot of spells don't have any actions set to display under "min actions" by default.

Trenloe
October 8th, 2023, 21:48
Is it possible to have a setting to make "all actions" the default display instead of "min actions"? My players keep getting confused because their character sheets keep switching back to min actions, and a lot of spells don't have any actions set to display under "min actions" by default.
I'll add it to the list to look into in future.

MaxAstro
October 10th, 2023, 17:44
Alternatively, some way for character sheets to remember between sessions what setting they were on last would also work.

Trenloe
October 10th, 2023, 18:36
Alternatively, some way for character sheets to remember between sessions what setting they were on last would also work.
I'd originally designed it this way (keeping the button and view states in the database) but this created lots of issues in testing when the GM and a player had the same character sheet view. So, it's basically not an option as the GM and player might prefer different settings and it's incredibly complex to try to change the database access to different data for the GM and the player, which would create more issues than it solves.

MaxAstro
October 11th, 2023, 02:14
Ah yes, I remember that.

Speaking of - I have a few players who still have messed up favorites menus (with all the blank categories) from back when that was still a bug. Is there a way to repair their character sheets and make that go away?

Trenloe
October 11th, 2023, 08:56
Ah yes, I remember that.

Speaking of - I have a few players who still have messed up favorites menus (with all the blank categories) from back when that was still a bug. Is there a way to repair their character sheets and make that go away?
Only by editing the PC XML. If you're not comfortable doing that (take a backup of the XML beforehand) then export the PCs in question and post them here - I'll edit the XML and you can import back into FG.

Montis
October 12th, 2023, 19:40
When doing medicine / treat wounds on multiple people through the activities, it rolls only once and uses same number for all targets. Could this be changed so there are multiple rolls and separate results for each target?

Trenloe
October 12th, 2023, 21:47
When doing medicine / treat wounds on multiple people through the activities, it rolls only once and uses same number for all targets. Could this be changed so there are multiple rolls and separate results for each target?
I'll add it to the task list to look into. Is there any fear/feature that allows this (treating multiple targets as part of the same activity) or are you just wanting to combine multiple activities into one set of rolls?

Montis
October 12th, 2023, 23:16
I'll add it to the task list to look into. Is there any fear/feature that allows this (treating multiple targets as part of the same activity) or are you just wanting to combine multiple activities into one set of rolls?

Ward Medic (https://2e.aonprd.com/Feats.aspx?ID=864)

MaxAstro
October 15th, 2023, 17:39
Ward Medic (https://2e.aonprd.com/Feats.aspx?ID=864)

...Does Ward Medic actually use separate rolls for each target, RAW? I would think since it just adds extra targets to the base activity it's still only one Medicine roll; that's how I've always run it.

Farnaby
October 15th, 2023, 20:51
The escape activity has changed, it worked before the latest update.
Now the Targeting is set to None and the skill checks have their Target DC also set to None instead of Fortitude / Reflex.

Montis
October 15th, 2023, 20:57
...Does Ward Medic actually use separate rolls for each target, RAW? I would think since it just adds extra targets to the base activity it's still only one Medicine roll; that's how I've always run it.

I don't think the RAW are clear on this tbh. We've always done a separate medicine check per target and the person treating could also choose separate DCs for each individual target.

Trenloe
October 15th, 2023, 22:27
The escape activity has changed, it worked before the latest update.
Now the Targeting is set to None and the skill checks have their Target DC also set to None instead of Fortitude / Reflex.
Looking at the release history the escape activity has never had targeting or a DC set. This is by design as the DC can be many different things: "Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment." The DC in the activity is set at "None" so that the GM can use the Desktop DC Panel to set the DC of the check.

MaxAstro
October 25th, 2023, 04:48
Two things:

1) For skill checks in Activities would it be possible to have "vs standard DC" as one of the options? This would be for things like an Inventor's Overdrive or a Bard's Lingering Performance that are always against the standard DC for the character's level.

2) Apparently, having a comma in a character's name causes item distributions via the party inventory to fail, I assume because it can't decide if the character is one character or two.

Trenloe
October 25th, 2023, 09:57
1) For skill checks in Activities would it be possible to have "vs standard DC" as one of the options? This would be for things like an Inventor's Overdrive or a Bard's Lingering Performance that are always against the standard DC for the character's level.
I'll add it to the list.


2) Apparently, having a comma in a character's name causes item distributions via the party inventory to fail, I assume because it can't decide if the character is one character or two.
That's a CoreRPG thing and, yes, will be due to the Party Sheet item distribution using commas to separate the PC names.

MaxAstro
October 25th, 2023, 23:28
Two (possibly) automation issues:

1) If an automation adds a spell class and then adds a 1st level spell, it will not adjust the number of castable first level spells from zero to one. As a result, although the spell is actually added to the character, it looks like it wasn't, since the spell does not show up until a number of 1st level spells per day are added to the spell class. This is not true of cantrips, which will automatically change the number of cantrips per day from zero to one when a cantrip is added to the character.

2) Attempting to use automation to add a spell that has parenthesis in the name of the spell appears to fail.

MaxAstro
October 25th, 2023, 23:45
3) Linking an activity to a Heritage does not appear to actually add that activity to the PC when the Heritage is selected.

Trenloe
October 26th, 2023, 10:49
1) If an automation adds a spell class and then adds a 1st level spell, it will not adjust the number of castable first level spells from zero to one. As a result, although the spell is actually added to the character, it looks like it wasn't, since the spell does not show up until a number of 1st level spells per day are added to the spell class. This is not true of cantrips, which will automatically change the number of cantrips per day from zero to one when a cantrip is added to the character.
Discussed in this thread: https://www.fantasygrounds.com/forums/showthread.php?79297-Adding-spells-to-spell-class


2) Attempting to use automation to add a spell that has parenthesis in the name of the spell appears to fail.
The code specifically removes text in parenthesis as this is usually a note of a slight change to the spell not usually the name of the spell itself.

Trenloe
October 26th, 2023, 10:54
3) Linking an activity to a Heritage does not appear to actually add that activity to the PC when the Heritage is selected.
So it doesn't. Thanks for reporting, I'll get that fixed in a future release. As a work around, add a lookup data feature to the Heritage and link the activity in there.

Trenloe
October 26th, 2023, 19:11
1) If an automation adds a spell class and then adds a 1st level spell, it will not adjust the number of castable first level spells from zero to one. As a result, although the spell is actually added to the character, it looks like it wasn't, since the spell does not show up until a number of 1st level spells per day are added to the spell class. This is not true of cantrips, which will automatically change the number of cantrips per day from zero to one when a cantrip is added to the character.
This has been fixed today: https://www.fantasygrounds.com/forums/showthread.php?79419-Release-Updates-for-October-24th-2023&p=700567&viewfull=1#post700567

MaxAstro
October 27th, 2023, 04:48
The code specifically removes text in parenthesis as this is usually a note of a slight change to the spell not usually the name of the spell itself.

Any chance that the same could be applied to the matching half (i.e. ignore any text in parenthesis in the spell name when attempting to match)? That symmetry would at least mean it's physically possible to add such a spell. A couple module authors - ShadeRaven in his DnD modules for example - use parentheticals in spell names to denote that the "spell" is actually a weapon crit effect or something similar being automated as a spell.

Trenloe
October 27th, 2023, 07:33
Any chance that the same could be applied to the matching half (i.e. ignore any text in parenthesis in the spell name when attempting to match)?
I'll look into it...

webdove
October 27th, 2023, 19:16
When using the effects from the effects tool window in the upper right, are their combinations of shift, control, alt etc that change the effect as it is dropped?

(for example adding ETTT to the effect of hidden without having to open the activities window/opening hide and dragging the ETTT hidden from there?)

Forgive me if this is a duplicate question.

webdove
October 27th, 2023, 19:40
I see that I can apply the effect hidden from the Effects Tool, then drag the target icon shown in the NPC effects list onto the applicable target PC. I guess that is pretty quick. That said, I think adding shift or control or alt options when one drags effects from the effects tool might be a nice additional functionality for effects targeting. Also having something like right click on the effect in the effects tool would be helpful for those that cannot memorize all the effect definitions.

Trenloe
October 27th, 2023, 21:13
I see that I can apply the effect hidden from the Effects Tool, then drag the target icon shown in the NPC effects list onto the applicable target PC. I guess that is pretty quick. That said, I think adding shift or control or alt options when one drags effects from the effects tool might be a nice additional functionality for effects targeting.
To do effect targeting you need two targets - so just dragging from the effects window to a single target won't work reliably. Hence why you need to apply the effect first, then do the effect targeting.


Also having something like right click on the effect in the effects tool would be helpful for those that cannot memorize all the effect definitions.
ALT-click does this already for all of the PF2 RPG system conditions. There used to be text at the top of the campaign effects window mentioning this, but the recent changes in CoreRPG appear to have removed that.

Also, once applied in the CT, you can double-click on the condition in the CT effects summary view to get the definition as well.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59166

webdove
October 27th, 2023, 21:31
Thanks for the feedback.

There appears to be an error in splash damage. It is being doubled by a critical hit when it should not be.
(I just tried using advanced edit mode to upload a png file and it failed. I will try using GreenShot)
https://i.imgur.com/ve9uxXJ.png

Is advanced edit image upload no longer working?

Neovirtus
October 28th, 2023, 02:32
No way, how did I not know this! That is very helpful.

Trenloe
October 28th, 2023, 07:52
Thanks for the feedback.

There appears to be an error in splash damage. It is being doubled by a critical hit when it should not be.
(I just tried using advanced edit mode to upload a png file and it failed. I will try using GreenShot)
https://i.imgur.com/ve9uxXJ.png

Is advanced edit image upload no longer working?
The full rules for splash damage haven't been implemented yet. We're planning on doing that early next year.

DonE66
October 28th, 2023, 20:21
I had my first game last night since the update last weekend and the couple of fixes posted this past week. All my players (6 character sheets and 3 companions) experienced significant loading issues and even I had some spinning blue wheels as things tried to load. Even turning off LOS and lighting (which helped) and removing companions (which also helped) still did not fully resolve the issue. Note, I removed all other modules other than the ones I absolutely needed so a bit concerned if this continues as it slowed our play down which is never a good thing. I'll continue to monitor but performance is starting to become an issue for play so would love to have this get better soon.

Trenloe
October 28th, 2023, 20:25
I had my first game last night since the update last weekend and the couple of fixes posted this past week. All my players (6 character sheets and 3 companions) experienced significant loading issues and even I had some spinning blue wheels as things tried to load. Even turning off LOS and lighting (which helped) and removing companions (which also helped) still did not fully resolve the issue. Note, I removed all other modules other than the ones I absolutely needed so a bit concerned if this continues as it slowed our play down which is never a good thing. I'll continue to monitor but performance is starting to become an issue for play so would love to have this get better soon.
The recent base FG update has certainly seemed to have an impact across the board. I think that impact is seen more in the PF2 ruleset as that is pushing the envelope recently with functionality and the amount of nested data records. I know the FG devs have some ideas on improving database performance and I'm hoping they can make improvements around the recent update and also other improvements in the future.

pumpkinstew
October 29th, 2023, 23:13
Is it possible in the current code for SHIELDBLOCKALLY to also allow a number after the colon to override hardness? This is how the normal Shield Block works (for example SHIELDBLOCK:14 would use a hardness of 14, even if the shield has a different value). When SHIELDBLOCKALLY was first put in, something like SHIELDBLOCKALLY: 14 would override the item hardness.

Currently, only SHIELDBLOCKALLY with nothing else will work (as far as I can tell), which makes it difficult for players with feats such as Everstand Stance, which adjust shield hardness as part of in-combat action.

Specifically my player has a shield with a hardness of 12, but needs to be able to adjust it to 14 when they are in Everstand Stance. This could be done by adjusting the hardness of their shield when they enter Everstand Stance, but for constancies sake, it is simpler if they can have an effect coded SHIELDBLOCKALLY: 14 for those instances. This would be consistent with their normal SHIELDBLOCK: 14, which works in existing code.

Trenloe
October 29th, 2023, 23:23
Is it possible in the current code for SHIELDBLOCKALLY to also allow a number after the colon to override hardness? This is how the normal Shield Block works (for example SHIELDBLOCK:14 would use a hardness of 14, even if the shield has a different value). When SHIELDBLOCKALLY was first put in, something like SHIELDBLOCKALLY: 14 would override the item hardness.

Currently, only SHIELDBLOCKALLY with nothing else will work (as far as I can tell), which makes it difficult for players with feats such as Everstand Stance, which adjust shield hardness as part of in-combat action.
It's on the list of something to look into in the future.

pumpkinstew
October 29th, 2023, 23:34
It's on the list of something to look into in the future.

Thank you.

Farnaby
October 30th, 2023, 15:28
So I'm making a new 4th lvl Cleric - Warpriest from scratch but I keep getting a weird error in the Chargen Tracker when I level to 2nd

!!!Unable to level 'Tester'. Cannot find a valid linked class.

All the modules have been loaded correctly.

Any ideas?

Trenloe
October 30th, 2023, 15:30
So I'm making a new 4th lvl Cleric - Warpriest from scratch but I keep getting a weird error in the Chargen Tracker when I level to 2nd

!!!Unable to level 'Tester'. Cannot find a valid linked class.

All the modules have been loaded correctly.

Any ideas?
Known issue, reported in Discord earlier today, we've got a fix lined up. It's an erroneous message, there's not any loss of functionality.

Farnaby
October 30th, 2023, 15:36
Not quite true, it goes to lvl 2 but I click the Add a level button in the Tracker again to get to level 3 and the error pops up but no level up occurs, I am stuck on level 2.
I can do manually so not too much of a problem.

Trenloe
October 30th, 2023, 15:50
Not quite true, it goes to lvl 2 but I click the Add a level button in the Tracker again to get to level 3 and the error pops up but no level up occurs, I am stuck on level 2.
I can do manually so not too much of a problem.
Clicking the Level Up button three times in a row works completely fine for me - the level gets added each time, see screenshot below. Looking at the code that raises the warning into the tracker, it's the last thing that is ran at the end of the level up process, it doesn't have any impact on applying the level up changes - unless you're running any extensions that might be changing the level up process?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59193

Farnaby
October 30th, 2023, 16:01
Blank campaign - no extensions loaded - core rules module loaded - PF2 Release 19b6


Hmm - can't insert image - See attachment

Trenloe
October 30th, 2023, 16:42
Blank campaign - no extensions loaded - core rules module loaded - PF2 Release 19b6


Hmm - can't insert image - See attachment
I'm not sure how that will happen unless there is a problem with the class itself.

Can you compile the logs after recreating the issue, but with global logging enabled please. To do that, follow the instructions below:

Before recreating the issue, type /global on in the chat window and press return.
Recreate the issue.
Type /global off in the chat window and press return.
Compile the logs and post them here please.


Make sure you turn global logging off as soon as recreating the issue - don't run FG in global logging mode except for troubleshooting, it generates a lot of logging and has a performance impact.

Farnaby
October 30th, 2023, 17:05
I deleted the character, shut down FGU and restarted.
As there was another update available I pulled that and now levelling up in the tracker works normally.

Thanks for working your magic again Trenloe. :D

webdove
November 17th, 2023, 21:41
Is there a discord for PF2 release 19? I notice it mentioned in #184

Trenloe
November 17th, 2023, 21:44
Is there a discord for PF2 release 19? I notice it mentioned in #184
Just the usual pathfinder_2e channel in the FG discord.

webdove
November 18th, 2023, 06:56
New bug. I set my version choice to be pf2e legacy to use the current rule set and a bunch of extensions I was using became hidden. I had to switch to pf2e remastered to get them back.

Nyarly Dude
November 18th, 2023, 07:10
New bug. I set my version choice to be pf2e legacy to use the current rule set and a bunch of extensions I was using became hidden. I had to switch to pf2e remastered to get them back.

That would be the extensions not having yet been updated. From what I gather, each extension can list the rulesets it supports, and if the list is provided that's used to filter them. PF2e legacy is formally a different ruleset with a different name.

Trenloe
November 18th, 2023, 09:57
New bug. I set my version choice to be pf2e legacy to use the current rule set and a bunch of extensions I was using became hidden. I had to switch to pf2e remastered to get them back.
As @Nyarly Dude mentions, this is unfortunately a by-product of needing two code stream (rulesets) to cater for the changes of remastered. The extensions will need updating to support PFRPG2-Legacy as well as the existing PFRPG2 entry. There's not a way to cope for this in the base ruleset.

MaxAstro
November 19th, 2023, 03:56
Possible bug?? I know these are the most frustrating ones.

It's happened twice now - both times when loading a campaign post-the Remastered update that I hadn't touched since before it - that all or most of the campaign's characters display in the upper left, instead of just characters belonging to players who are logged in. The issue seems to resolve itself as players log in and then log out - the characters go away - but if the owner of a character never logs in the character just sits there.

Trenloe
November 19th, 2023, 09:21
Possible bug?? I know these are the most frustrating ones.

It's happened twice now - both times when loading a campaign post-the Remastered update that I hadn't touched since before it - that all or most of the campaign's characters display in the upper left, instead of just characters belonging to players who are logged in. The issue seems to resolve itself as players log in and then log out - the characters go away - but if the owner of a character never logs in the character just sits there.
The PFRPG2 code does nothing special to the PC token display on the desktop, so this will either be an extension or something in core FG. What channel are you running in (live or test)? What extensions do you have enabled?

MaxAstro
November 19th, 2023, 15:24
The PFRPG2 code does nothing special to the PC token display on the desktop, so this will either be an extension or something in core FG. What channel are you running in (live or test)? What extensions do you have enabled?

Test, and this occurred in a campaign with no extensions loaded except for the dark theme. It has actually occurred in every campaign I've loaded since the Remaster update came out, which was why I thought it was Remaster-related, but maybe that's just a coincidence. It does appear to still be happening, either way.

I did just find a bug that is definitely related to this ruleset, though:

PermEffects all being added as a single effect results in incorrect functionality if a creature has multiple IFT PermEffects. In the particular case I just found, I have a custom creature that has both Hunt Prey and Sneak Attack, meaning they have the IFT: custom(Hunted Prey) from the first and the IFT: flat-footed from the second. Since the two were applied as a single effect, the creature only deals sneak attack damage if the target is both flat-footed and has the Hunted Prey effect.

EDIT: One other thing - I just noticed I'm getting the following error spammed in chat whenever I open the combat tracker or change whose turn it is. Again, this is with no extensions except dark theme.

"frame_ctsub - DEPRECATED - 2022-08-16 - Contact ruleset/extension/forge author"

EDIT2: Correction, not "whenever"; rather, the error specifically occurs when
1) The combat tracker is opened after starting a campaign and at least one monster is present,
2) A monster is added to the combat tracker,
or 3) A monster's turn begins or ends.

Trenloe
November 19th, 2023, 15:48
Test, and this occurred in a campaign with no extensions loaded except for the dark theme. It has actually occurred in every campaign I've loaded since the Remaster update came out, which was why I thought it was Remaster-related, but maybe that's just a coincidence. It does appear to still be happening, either way.
If you're not specifically taking part in a beta test I would recommend *not* running in the test channel. If you are partaking in a test then please report issues like this in the test channel.


I did just find a bug that is definitely related to this ruleset, though:

PermEffects all being added as a single effect results in incorrect functionality if a creature has multiple IFT PermEffects. In the particular case I just found, I have a custom creature that has both Hunt Prey and Sneak Attack, meaning they have the IFT: custom(Hunted Prey) from the first and the IFT: flat-footed from the second. Since the two were applied as a single effect, the creature only deals sneak attack damage if the target is both flat-footed and has the Hunted Prey effect.
Thanks for reporting. I'll make a note to keep different PermEffect entries separate when applied in the CT.


EDIT: One other thing - I just noticed I'm getting the following error spammed in chat whenever I open the combat tracker or change whose turn it is. Again, this is with no extensions except dark theme.

"frame_ctsub - DEPRECATED - 2022-08-16 - Contact ruleset/extension/forge author"
Thanks for letting us know. We'll get that fixed in a future release.

Trenloe
November 19th, 2023, 16:43
EDIT: One other thing - I just noticed I'm getting the following error spammed in chat whenever I open the combat tracker or change whose turn it is. Again, this is with no extensions except dark theme.

"frame_ctsub - DEPRECATED - 2022-08-16 - Contact ruleset/extension/forge author"

EDIT2: Correction, not "whenever"; rather, the error specifically occurs when
1) The combat tracker is opened after starting a campaign and at least one monster is present,
2) A monster is added to the combat tracker,
or 3) A monster's turn begins or ends.
These are only present in the test channel and are there as deprecation warnings to devs - in general it isn't recommended to run games in the test channel, R19 in August was an exception and even then it was with the understanding that there could be session impacting issues during testing. If you're running in the test channel please try to remember to state that when posting in the forums regarding functionality or issues. Thanks.

MaxAstro
November 19th, 2023, 16:59
Ah, okay, good to know.

Unfortunately walking my players through switching back and forth between channels has historically proven to be fraught with issues, so I've just stayed on test to save myself that trouble. I should probably get everything switched back to live, but I also like being available to catch issues when things are being tested; feels like doing my part to support the community.

Still, if it's going to be a hassle for you guys then that defeats the purpose and I should just get everything switched back over to live. :)

Trenloe
November 19th, 2023, 18:48
Ah, okay, good to know.

Unfortunately walking my players through switching back and forth between channels has historically proven to be fraught with issues, so I've just stayed on test to save myself that trouble. I should probably get everything switched back to live, but I also like being available to catch issues when things are being tested; feels like doing my part to support the community.

Still, if it's going to be a hassle for you guys then that defeats the purpose and I should just get everything switched back over to live. :)
In the end, if you're using test please remember to say you're using test - and if it's base FG functionality, post in the test channel sub-forum. The thing that's a hassle for us is wasting time trying to recreate issues in live when they're not there. We want people to do tests on the current beta channel - but we don't recommend you use it for your games, unless you're fine experiencing potentially session stopping issues.

MaxAstro
November 30th, 2023, 04:27
(Test Channel)

The "all" application option for activities does not appear to be working for me all of the sudden; I can't get it to apply effects or damage to the target regardless of result state. Every other result option - crit success, success, failure or worse, whatever - works correctly, but "all" does not.

It does work if "apply to" is set to "self", but not if it's set to "apply to current targets".

I believe it was working a week or so ago, which combined with the above makes me suspect this is related to the recent change to make "apply to self" work with "all" targeting.

Trenloe
November 30th, 2023, 11:13
(Test Channel)

The "all" application option for activities does not appear to be working for me all of the sudden; I can't get it to apply effects or damage to the target regardless of result state. Every other result option - crit success, success, failure or worse, whatever - works correctly, but "all" does not.

It does work if "apply to" is set to "self", but not if it's set to "apply to current targets".

I believe it was working a week or so ago, which combined with the above makes me suspect this is related to the recent change to make "apply to self" work with "all" targeting.
That's no good! Sorry for introducing that issue. I've got a hotfix submitted to fix this issue. Thanks for reporting this.

Bolorokenpay
December 2nd, 2023, 17:51
FEEDBACK, for the Display option on the activities and actions tab. The default "Min. Actions" option often causes my players confusion and frustration as to what effects are available to them. By that, I mean, they don't always look and change the display to "all actions". I have been trying to remind them to change it at the beginning of play, but sometimes forget. I personally haven't seen the value of showing only some effects. Seems that summary or all effects would be more clear, or default on one of those options.

MaxAstro
December 3rd, 2023, 02:03
Failing that, it would be nice if there was some way to default to effects having min actions enabled instead of disabled, especially for spells from older books that don't have that functionality.

Perhaps a check when a spell is added to the character that if none of the effects have min actions enabled, then it's automatically enabled for all of them? That should catch older spells without messing with spells that have been set up intentionally.

Kazuto217
December 4th, 2023, 17:00
FEEDBACK, for the Display option on the activities and actions tab. The default "Min. Actions" option often causes my players confusion and frustration as to what effects are available to them. By that, I mean, they don't always look and change the display to "all actions". I have been trying to remind them to change it at the beginning of play, but sometimes forget. I personally haven't seen the value of showing only some effects. Seems that summary or all effects would be more clear, or default on one of those options.

I am running into the same issue with confused players. It's simple to tell them to change the display but would be better if we could control the default setting.

Love and appreciate the rest of the changes!

Kazuto217
December 4th, 2023, 21:46
I did just run into another feedback thing. Some feat activities are limited use like once per day etc. Could we have a way to track usage like we have in the Actions tab please?

Thanks!

Montis
December 7th, 2023, 21:01
Edit: wrong thread.

webdove
December 8th, 2023, 20:01
Trenloe, would you please send me a link to the development task list? I wanted to check the status of including hidden in the flat-footed check.
59431

Trenloe
December 9th, 2023, 10:28
Trenloe, would you please send me a link to the development task list? I wanted to check the status of including hidden in the flat-footed check.
59431
The link is in post #2 of this thread.

Trenloe
December 9th, 2023, 10:31
FEEDBACK, for the Display option on the activities and actions tab. The default "Min. Actions" option often causes my players confusion and frustration as to what effects are available to them. By that, I mean, they don't always look and change the display to "all actions". I have been trying to remind them to change it at the beginning of play, but sometimes forget. I personally haven't seen the value of showing only some effects. Seems that summary or all effects would be more clear, or default on one of those options.



I am running into the same issue with confused players. It's simple to tell them to change the display but would be better if we could control the default setting.

Love and appreciate the rest of the changes!
This is in the tasklist. I'll implement in a future release. No ETA at this point.

Trenloe
December 9th, 2023, 10:31
I did just run into another feedback thing. Some feat activities are limited use like once per day etc. Could we have a way to track usage like we have in the Actions tab please?

Thanks!
That will be implemented in a future release.

bnmntj9
December 16th, 2023, 17:06
I apologize if this is asked and answered but I couldn't find it in the forum.

I'm trying to automate a monster action using VsDC. I can get it to work with skills and saving throws but I don't know how to set a fixed DC. I've tried VsDC:Athletics:vs:FIXED=22 but that doesn't work. Is there a way to do this now?

Trenloe
December 16th, 2023, 17:19
I apologize if this is asked and answered but I couldn't find it in the forum.

I'm trying to automate a monster action using VsDC. I can get it to work with skills and saving throws but I don't know how to set a fixed DC. I've tried VsDC:Athletics:vs:FIXED=22 but that doesn't work. Is there a way to do this now?
You can't do that with NPC ability automation - refer to the Wiki page here for what can be done: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation

What's the use case?

bnmntj9
December 16th, 2023, 17:47
You can't do that with NPC ability automation - refer to the Wiki page here for what can be done: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation

What's the use case?

I want to automate the perception check for a hazard so I can drop the roll onto a token and automatically do a perception check vs. the dc of the hazard. Something like VsDC:FIXED=22:vs:Perception. I can do it for every character right now through the Party Management window, or for individual characters using the new DC tab, but having this functionality on the NPC's sheet would make it easier for me to do a secret check quickly.

Trenloe
December 16th, 2023, 18:02
I want to automate the perception check for a hazard so I can drop the roll onto a token and automatically do a perception check vs. the dc of the hazard. Something like VsDC:FIXED=22:vs:Perception. I can do it for every character right now through the Party Management window, or for individual characters using the new DC tab, but having this functionality on the NPC's sheet would make it easier for me to do a secret check quickly.
Unless I'm completely misunderstanding, this isn't about a fixed DC for a creature VsDC action, it's about reversing the action and NPC automation triggering a PC to roll a skill check against a DC on the NPC?

If that's what you're referring to, that isn't how the NPC VsDC automation is designed to work - it's designed to make the check for the NPC against a target's DC, because the NPC automation is based on the NPC being the actor. Expanding the code to suddenly reverse that design would be a lot of work, and I'm not sure if it's worth it for this limited use case, sorry.

bnmntj9
December 16th, 2023, 18:25
Unless I'm completely misunderstanding, this isn't about a fixed DC for a creature VsDC action, it's about reversing the action and NPC automation triggering a PC to roll a skill check against a DC on the NPC?

If that's what you're referring to, that isn't how the NPC VsDC automation is designed to work - it's designed to make the check for the NPC against a target's DC, because the NPC automation is based on the NPC being the actor. Expanding the code to suddenly reverse that design would be a lot of work, and I'm not sure if it's worth it for this limited use case, sorry.

Understood. Thank you for the prompt reply.

MaxAstro
December 17th, 2023, 17:15
I know there's a billion other things on the table, but that does bring to mind that more hazard automation in general would be nice; currently hazards feel like the least polished encounters to run and to build.

MaxAstro
December 17th, 2023, 21:09
Suggestion: For Cast actions on spells and activities, could there be a "roll with apply all" check box? Basically so that if "apply all" is clicked, that cast action will be triggered and then the rest of the actions will apply based on that. That would allow single-click automation for most spells and abilities instead of the two clicks (cast then apply all) currently needed.

Trenloe
December 17th, 2023, 21:59
Suggestion: For Cast actions on spells and activities, could there be a "roll with apply all" check box? Basically so that if "apply all" is clicked, that cast action will be triggered and then the rest of the actions will apply based on that. That would allow single-click automation for most spells and abilities instead of the two clicks (cast then apply all) currently needed.
That's not something that I plan to look into. For multiple reason - it goes against the usual two step FG process for things like this (roll and verify, then apply), doesn't allow for hero points or re-rolls, and is actually pretty complex to code - as FG dice roll actions are asynchronous. Never say never, but it's not something I'm considering in the current plans.

MaxAstro
December 17th, 2023, 23:36
doesn't allow for hero points or re-rolls

Oh that's actually a really good point that I hadn't thought of at all.

MaxAstro
December 20th, 2023, 02:14
I am not able to get TOSELF to work with creature effect automation. Using the following line:

"flat-footed"|Effect: Gang Up; flat-footed[TOSELF]
the effect does not target back to the "caster" when applied. It seems like TOSELF is being parsed, because it doesn't appear in the effect line, it just isn't doing its job.

TOTARGETS is working correctly, however the description of TOTARGETS on the wiki is wrong; it copies the description of TOSELF instead of correctly explaining how it works (applies the effect to the "caster" and targets the creature that the effect was "applied" to).

PFRPGS2 NPC Ability Automation (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation)

EDIT: Forgot to say this is on the test channel.

Trenloe
December 20th, 2023, 14:18
I am not able to get TOSELF to work with creature effect automation. Using the following line:

"flat-footed"|Effect: Gang Up; flat-footed[TOSELF]
the effect does not target back to the "caster" when applied. It seems like TOSELF is being parsed, because it doesn't appear in the effect line, it just isn't doing its job.
This is working fine for me - the NPC with the "flat-footed"|Effect: Gang Up; flat-footed NPC automation targets a creature in the CT and when the effect automation is triggered it applies the effect to the target with effect targeting back to the actor.

Here Kobold Dragon Mage 3 has applied the effect correctly to the target Wizzy the Wiz.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59550


TOTARGETS is working correctly, however the description of TOTARGETS on the wiki is wrong; it copies the description of TOSELF instead of correctly explaining how it works (applies the effect to the "caster" and targets the creature that the effect was "applied" to).

PFRPGS2 NPC Ability Automation (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation)

EDIT: Forgot to say this is on the test channel.
Thanks for reporting, I'll get that text fixed in a future Wiki update.

MaxAstro
December 20th, 2023, 22:45
This is working fine for me - the NPC with the "flat-footed"|Effect: Gang Up; flat-footed NPC automation targets a creature in the CT and when the effect automation is triggered it applies the effect to the target with effect targeting back to the actor.

This is very confusing - I've double checked that no extensions are enabled and I've tried all kinds of permutations of the effect from and to various targets and I simply cannot get it to work; I'm not sure what could be going on here.

Here's a before and after showing my setup and that it doesn't appear to be working for me. Can you see anything obvious I could be doing wrong? If not, how can I get more information to you so we can figure out what might be going on?

Trenloe
December 21st, 2023, 12:56
This is very confusing - I've double checked that no extensions are enabled and I've tried all kinds of permutations of the effect from and to various targets and I simply cannot get it to work; I'm not sure what could be going on here.

Here's a before and after showing my setup and that it doesn't appear to be working for me. Can you see anything obvious I could be doing wrong? If not, how can I get more information to you so we can figure out what might be going on?
Ah, I see - you're using drag/drop. Which doesn't work for TOSELF and TOTARGETS. It will never work for TOTARGETS but I'll see if I can make it work for TOSELF. In the meantime, use targeting to apply the effect.

MaxAstro
December 21st, 2023, 18:06
Ah, I see - you're using drag/drop. Which doesn't work for TOSELF and TOTARGETS. It will never work for TOTARGETS but I'll see if I can make it work for TOSELF. In the meantime, use targeting to apply the effect.

Um... Not to cast aspersions on your expertise - you did write the code after all - but it totally works for TOTARGETS. See attached image. XD

In any case, glad to know there is a reason and I'm not going crazy.

Trenloe
December 21st, 2023, 18:27
Um... Not to cast aspersions on your expertise - you did write the code after all - but it totally works for TOTARGETS.
What I should have said is they will never work for all situations. TOTARGETS is very often used with multiple targets - which aren't handled with a single drap/drop, you have to do it multiple times. Maybe that's fine and what users expect, but it's not very efficient and doesn't make full use of the FG targeting.

MaxAstro
December 21st, 2023, 18:43
Ahh, okay, that makes sense. Yeah, I definitely wouldn't try to use drag and drop if there were multiple targets, personally, I would always use target + apply in that case. So it's the expected behavior at least from my point of view.

Also, found a minor visual glitch - the Spell/Ability Effect window has two close boxes.

MaxAstro
December 23rd, 2023, 18:50
Activities still don't seem to be adding to the character correctly if linked to a heritage directly, rather than linked to a feature attached to that heritage.

Tested with: Test channel, no extension enables, no modules at all loaded.

MaxAstro
December 27th, 2023, 02:00
(Test channel)

The "trigger" section on feats is missing the word "Trigger". Picture included for clarity. Tested with no extensions.

Trenloe
December 29th, 2023, 11:18
Activities still don't seem to be adding to the character correctly if linked to a heritage directly, rather than linked to a feature attached to that heritage.

Tested with: Test channel, no extension enables, no modules at all loaded.


(Test channel)

The "trigger" section on feats is missing the word "Trigger". Picture included for clarity. Tested with no extensions.

Thanks for reporting these issues. They'll be fixed in the next release.

Trenloe
December 29th, 2023, 22:03
Activities still don't seem to be adding to the character correctly if linked to a heritage directly, rather than linked to a feature attached to that heritage.

Tested with: Test channel, no extension enables, no modules at all loaded.


(Test channel)

The "trigger" section on feats is missing the word "Trigger". Picture included for clarity. Tested with no extensions.

Fixes for these two issues are now in the Test channel and will go into live Tuesday next week.

Trenloe
January 2nd, 2024, 20:41
I'll be keeping an eye out for the Dynamic lore rolls...
This is available with today's update to the ruleset: https://www.fantasygrounds.com/forums/showthread.php?79981-Release-Updates-for-January-2nd-2024

Whenever the Activity Skill Action editor window is opened, the Skill cycler will be populated with all skills (including Lore and custom skills) from the charsheet skills tab, this allows custom activities using Lore skills to be added. At this time there aren't any activities related to Lore skills auto added to the Activities tab - this will come in a later release.

Montis
January 2nd, 2024, 21:03
Is there a way to use the alternate racial ability boosts (2 free boosts)?

Trenloe
January 2nd, 2024, 21:22
Is there a way to use the alternate racial ability boosts (2 free boosts)?
After selecting the ancestry and boosts that are close, adjust the abilities on the main tab - use CTRL+mouse-wheel to apply a "bubble bonus" to the relevant abilities.

Montis
January 2nd, 2024, 22:31
After selecting the ancestry and boosts that are close, adjust the abilities on the main tab - use CTRL+mouse-wheel to apply a "bubble bonus" to the relevant abilities.

Not a big fan of this solution but I guess it'll have to do for now.

Trenloe
January 3rd, 2024, 13:00
Not a big fan of this solution but I guess it'll have to do for now.
We will support it at some point.

Cling
January 10th, 2024, 20:03
In my activities tab under my "Favorties" section I have I an empty row I can't get rid of. See attached screenshot.

DonE66
January 10th, 2024, 20:44
In my activities tab under my "Favorties" section I have I an empty row I can't get rid of. See attached screenshot.

As this is your favorites, I have seen this happen if you deleted an encounter activity that was marked as favorite. I think there are two ways to clean that up if that is what you did. 1) Add the removed activity (use the activities menu option and drag it back to the encounter area) add as favorite and then remove as favorite. That will clean up the xml file entry. 2) Edit the db.xml file and clean up the character entry there for favorites.

Cling
January 10th, 2024, 20:46
Thanks for the reply. I just created the character I cannot recall I removed any exploration activity.

DonE66
January 10th, 2024, 20:59
One way to check is open the Activities window under Character, click "By Category", scroll to the encounter section and compare the Encounter Activities there to those in the encounter section of the characters activity window. If one is missing in the encounter section, add it back and do what I indicated above.

Cling
January 10th, 2024, 21:10
I cannot see any activity missing.

DonE66
January 11th, 2024, 00:52
Try marking one of the encounter activities as a favorite and see what that section looks like. Then remove it and see if the category disappears from the characters favorite. Otherwise, look in the db.xml and see whether there is a favorites section in the xml for that character and if so just remove that section which should remove it from the view.

Trenloe
January 11th, 2024, 15:32
In my activities tab under my "Favorties" section I have I an empty row I can't get rid of. See attached screenshot.
I don't know what could cause this. Deleting an activity should also remove the favorite.

Can you export and character XML and post it here please? Use the blue down arrow in the chargen tracker to save the XML locally. It might give a clue what caused the issue.

Cling
January 11th, 2024, 16:07
Like this?

Trenloe
January 11th, 2024, 16:23
Like this?
Thanks for that. This blank favorite is created if the activity section header is clicked on - I'll see if I can prevent that in the code in a future release. I'll also add some code in a future release to clean out any blank favorite activities when the PC sheet is first opened in a session.

Cling
January 11th, 2024, 16:29
Try marking one of the encounter activities as a favorite and see what that section looks like. Then remove it and see if the category disappears from the characters favorite. Otherwise, look in the db.xml and see whether there is a favorites section in the xml for that character and if so just remove that section which should remove it from the view.

I try adding "Aid" to favorites and removing it but it doesn't clear the 'empty' activity row. It doesn't break anything, so I'll live with it.

mwfantasygrounds
January 12th, 2024, 18:19
Thanks for that. This blank favorite is created if the activity section header is clicked on - I'll see if I can prevent that in the code in a future release. I'll also add some code in a future release to clean out any blank favorite activities when the PC sheet is first opened in a session.

ah-hah! I have been trying to recreate this, as I have the same problem.

webdove
January 12th, 2024, 23:54
Hi,
Has the feature yet been added that allows rogues hidden with respect to a target to get sneak attack damage even if that target does not explicitly have flat-footed applied to them from the rogue as a source?

MaxAstro
January 13th, 2024, 00:43
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.