Try clicking the magnifying glass to the right it should open a dialog to input the effect.
Printable View
Try clicking the magnifying glass to the right it should open a dialog to input the effect.
The blank window you can see in the image I uploaded appeared when I clicked the magnifying glass. I understand how the extension works, I love it. But it's not working for me, I don't know why.
I even tried a new campaign with no other extension loaded.
I see. I haven't been experiencing that. The extension seems fine on my table and I run a lot of extensions. If you're on TEST I think they're messing with themes and such so that could be a thing. Hope this helps!
Attachment 58413
No, I'm on Live channel.
I'm not seeing that behavior either. Are you sure you don't have an unzipped ruleset or unzipped extension
I have the same issue, I also have some log running, and I do get an error. Unfortunately I am not technical enough to understand what it says, but I do know Advanced Effects are the one acting up, as all other extensions runs perfectly. I have done the usual search to fix it, but do not understand what the problem is. Attachment 58422.
I already fixed it. Just follow these steps.
https://www.fantasygrounds.com/forum...l=1#post638439
Thank you everybody!
Hello guys. Can somebody help me pls?
I want make armor with effect smth like: "If an undead tries to hit wielder, it rolls d with disadvantage".
I tried to do something with the IF statement, but I don't know how to indicate who is aiming the armor wearer.
NVM I found a solution)
IFT: TYPE(undead); GRANTDISATK
Hello!
I don't know if it's because of the new FG version, but I think that the Effect List in a Feat window is not displayed properly.
Have you seen the attached image? I don't know if AE doesn't do anything with feats or if it actually does. But the Advanced Effect List is displayed in 5e Feat windows (which I like and find useful, but as long as it's properly displayed).
You've got something else going on. This is just AE loaded.
https://i.imgur.com/aT2J33b.png
No, I don't. Try to create a Feat from the sidebar menu, not from a character sheet.
I'm also puzzled as to exactly what the problem is. I can create a feat fine from the effects list. Can you give us steps to reproduce the problem - or give us more information as to what it is that you are seeing that we aren't?
The problem is that, as you can see in your own image, Zacchaeus, the AE list is not displayed below the window content but ON the content. It's overlapping the content. Try to open an item and you'll see how it should be displayed.
No problem! Advanced Effects is one of my must have extensions, I love it. But I noticed this small issue as I was developing 5e LotR extension. I checked if it also happened with no other extension loaded, and it did. Thank you both for your answers.
As the original details where not clear on how you were making a feat I did not test using the record window creation. Why is it there now? I've no idea. My guess is some backend CoreRPG changed to use the same window class or template that items do. Maybe it's always done this? (I dont play 5e).
https://i.imgur.com/oIcfJEy.png
Noted.
Others involved in addressing this issue were not viewing the same "Feat window" as you. Clarity will facilitate more precise assistance.
I shall issue an update addressing the template and window modifications in CoreRPG/5e as soon as my professional commitments allow.
I didn't knew that AE have feat suport. That's pretty cool. I have to try on my homebrew feats.
Works on races as well.
https://i.imgur.com/7vLndIG.png
Hello! I'd like to report a strange thing that is happening to me. See attached screenshot. I managed to find out that it is an interaction of Advanced Effect with the extension Equipped Effects.
If you have time to have a look would be great :-)
Thanks!
I ran into the exact same problem and came to the same conclusion yesterday, when prepping for a game.
This was reported in Discord as well. I think @Tan0 narrowed it down to two extensions having a bad interaction (Advanced Effects, Equipped Effects).
Regards,
JPG
Basically after being prodded with pointy sticks by some users and devs, the gist was (at a guess) was this change - don't know how or why - busted the NPC record sheet - according to superteddy he thought it was somehow hiding something no real idea why. I don't personally use this extension or have any idea what it does or what the code looks like - this was passed to me by someone else though (ryan).
Change was you added fastinit and activate.Code:<!-- Override CoreRPG subwindow_record version here to add fastinit and activate otherwise readonly records do not show data -->
<template name="subwindow_record">
<subwindow>
<anchored to="contentframe" position="over" />
<fastinit />
<activate />
</subwindow>
</template>
For 1 1/2 years my code has overridden the npc_record.xml to allow replacing the text fields with formatted text so all the asteric etc. translations of links and other formatted text can actually appear in the main page data. This invovled the following npc.lua override...
(see npc.lua override)
where I replace all the text received into my fields
The actual override is in record_npc.xml key part being...Code:function onLockChanged()
if super and super.onLockChanged then
super.onLockChanged();
end
-- We moved text into subwindow - have to intercept here as the super will call the super version not this local one.
if subwin_text.subwindow then
subwin_text.subwindow.update();
end
end
(see record_npc.xml override)
with key part being this...
For whatever reason you adding in fastinit and activate to the base subwindow has messed up the resulting display in NPC record sheet. (Guess it may be something else).Code:<windowclass ruleset="5E" name="npc" merge="join">
<script file="campaign/scripts/npc.lua" />
<sheetdata>
<subwindow_record name="subwin_text" insertafter="main_creature">
<class>other_tab</class>
</subwindow_record>
</sheetdata>
</windowclass>
No earthly idea why.
Given the amount of irritation this generated in the discord thread - I can assure you its got nothing to do with you. But more about the expectation I'm a walking almanac of info and expected to debug things I don't even use. If you want to contact me privately feel free - but I'm not in a good mood with users at the moment. They are my bain - my cross to bear - as an extension developer (sigh).
EXTENSIONS = RISK
Looks like someone added fastinit/activate to a tabbed subwindow control (which is supposed to be controlled by the tabs); or they used the wrong template (sub_record_header is for single subwindow sheets; subwindow_record is for tabbed subwindow sheets).
Regards,
JPG
Hi.
The Advance Effects extension interferes with Kit'N'Kaboodle (cannot edit details) and Equipped Effects (duplicate NPC text).
Hi, I have a question when applying Advanced Effects. Is there a way to make an effect on one PC/NPC automatically target another PC/NPC? For instance, I want a group of NPCs (let's call Minions) to share initiative turn with another NPC (let's call Big Bad). I'm using Temporal Fixation which provides the effect SHARETURN. I can place the effect on the Minions. When I add them to the combat tracker; it'd be nice to automatically target Big Bad. Plus, companion NPCs may want to target a PC and vice versa.
If I'm following what you want, it's not automatic (SHARETURN doesn't know WHO's turn they share, right?). But, you can certainly instruct it. When you add the SHARETURN to an actor in the CT, look to the right end of the effect line, and you'll see a small targeting icon. Use your mouse to LEFT-MOUSE (HOLD) and it works like the targeting function for targeting someone they're going to attack, only it's for this specific effect. So, we drop the target icon on BBEG (or whomever they share turns with). You'll see the target's name appear under the effect line (revealing whose turn they share).
Thanks for the follow up. I'm trying to save the step of having to target each SHARETURN. Is there not a way to automatically target within Advanced Effects to save me that step? Makes sense that it doesn't know the targets when added to CT, but wondering if there was a trick such as referencing an NPC by name.
Hello, Just trying to confirm something. I am getting the following warning from the Console log. It is mentioned at about page 86 of this thread, but I didn't see a definitive answer. [WARNING] windowclass: Window class (feat_main) defined with merge attribute, but asset name does not match existing asset. [AdvancedEffects] [advanced_effects.xml]
Is there a "fix" for this? Or is it something that doesn't affect anything in game and I can just ignore? Thanks!
I'm having an issue with an item saying it is adding/removing an effect to a PC when equipped/unequipped by message in the chatbox, but not actually adding/removing the effect in the CT. I transfer the item to a different PC and it works correctly...
The effect is: "IF: ATK(ranged, weapon); DMG: 1d8; IFT: TYPE(giant); DMG: 1d8"
Chat messages:
"Advanced Effect ['Dwarven Thrower;IF: ATK(ranged, weapon); DMG: 1d8; IFT: TYPE(giant); DMG: 1d8'] -> [to Kvothe DarkAnchor] [by Dwarven Thrower]"
"Advanced Effect ['IF: ATK(ranged, weapon); DMG: 1d8; IFT: TYPE(giant); DMG: 1d8'] removed [from Kvothe DarkAnchor] [by Dwarven Thrower]"
I don't think that should matter as it works on other PCs...
Advanced Effects is the only extension loaded, but I do usually run with many extensions.
Any idea what might be causing that?