I did some testing and found the extension combination that is causing the conflict. Better Combat Effects, 5e Advanced effects and Bmos' Ammo Manager.
Changing the 5e to Bmos' Advanced effects removes the issue.
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I did some testing and found the extension combination that is causing the conflict. Better Combat Effects, 5e Advanced effects and Bmos' Ammo Manager.
Changing the 5e to Bmos' Advanced effects removes the issue.
Had a quick test and all seems to work like a charm. Thanks for the great extensions and a quick fix.
With only Advanced Effects loaded, it seems that the Visibility (Show/Hide) option is not being respected and all Advanced Effects are being added to the CT with "GM" visibility.
Version Update v7.0.8
Fixed: 5E class feature not showing spec choice
Fixed: NPC chat spam on add
Open NPC record from database.
Effects Tab - Add Effect - "Test" with visibility set to "SHOW"
Add NPC to CT
"Test" effect is added, but visibility is "GM" instead of "VSBL"
Attachment 63948
Pushed a fix. v7.0.9
Is there anything equivalent to Advanced Effects for Classic D&D 2E? I have been trying to set up the AD&D 1E tables for weapon to hit modifiers vs. armor class, and nearly got there but I hit a performance issue when the defender has his weapon equipped that I think would be resolved by the ActionOnly tag available through Advanced Effects. I have the Action Only box on the advanced effect page of the weapon sheet, but it doesn't work, nor even does it appear to be transferred to the combat tracker. I was hoping this extension my fix it but it doesn't seem to be approved for 2E.
Have you tried this one?
https://forge.fantasygrounds.com/shop/items/33/view
I'm trying to figure out if something I'm seeing is a bug or if it's intentional.
In my PF1e game, we noticed the other night when I added a couple NPCs to the combat tracker, they remained invisible but their effects popped up in the chat window and the players saw them. If the effects are set to Hidden adding them to the combat tracker shows nothing to the players. But if there are any effects set to 'show', then when an NPC is added to the combat tracker it shows in the chat window.
Attachment 64437
I had to go into each NPC and make sure all effects were hidden - even ones that would be visible once the players encountered them - before adding them to the combat tracker. Otherwise the players would see what NPCs are being added before they actually run into them.
I don't recall effects showing in the combat tracker as you added NPCs before.
Any thoughts or advice would be great. Thank you for your work on this extension!
Rob
I would like to add an effect to an item, that when equipped, grants the character use of a cantrip. (This is for 5E.)
According to AI, I need to added an effect on the item like "POWER: Acid Spray, 3/day". I've done this, and when the item is equipped, I do see that effect on the character in the combat tracker. But, the character sheet isn't updated. According to the AI, the Actions tab should get a new power (to cast that cantrip). No clue what I might be doing wrong, anyone have any idea?
Let's start with "Listening to an AI".
If an AI doesn't know, it'll make it up. Aka, it lied to you.
I forget the name of the extension but there's an extension that allows you to grant actions to items, that's what you need.
Found it. https://forge.fantasygrounds.com/shop/items/1959/view
Just create the spell as an action on the item.
Thanks for the response.
I did find "Advanced Item Actions", which might kind of do what I want, but it seems to be only for Pathfinder and 3.5. Still looking for other options...
That "Jack of All Things" extension worked, thanks LeoKeros!
Edit: Looks like I missed that the ported version by bmos was abandoned/delisted. I will switch to using this extension instead.Quote:
I'm getting this error whenever I open a Feat or Class Ability in the Pathfinder ruleset:
[ERROR] window: Control (advanced_effects_contents) anchoring to an undefined control (columnanchor) in windowclass (referenceclassability_main)
Edit: Oh, I see I was looking at the wrong mod. Disregard.
I didn’t see a forum entry in the pathfinder section for this extension.
When using this in Pathfinder 1e everything works fine except if you try and add an effect onto weapons. I am trying to add damage non-lethal to a player’s weapon, but it throws an error. In the meantime, I added it to the combat section as a whole character effect.
This is the error log I get when trying to add an effect to the weapon in the combat field.
[8/16/2025 10:27:07 AM] s'Window added to openWindowList:' | s'char_weapon_editor'
[8/16/2025 10:27:11 AM] s'button_idelete:setVisibility - DEPRECATED - 2024-10-22 - Use setVisible'
[8/16/2025 10:27:14 AM] s'button_idelete:setVisibility - DEPRECATED - 2024-10-22 - Use setVisible'
[8/16/2025 10:27:15 AM] [WARNING] template: Could not find template (anchor_title_charsheethelper) in class (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [WARNING] template: Could not find template (subwindow_record) in class (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [WARNING] template: Could not find template (scrollbar_record) in class (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [WARNING] template: Could not find template (close_charsheethelper) in class (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [ERROR] window: Control (contentframe) anchoring to an undefined control (contentanchor) in windowclass (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [ERROR] window: Control (contentframe) anchoring to an undefined control (contentanchor) in windowclass (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [ERROR] window: Control (contentframe) anchoring to an undefined control (contentanchor) in windowclass (weapon_effect_editor)
[8/16/2025 10:27:15 AM] s'Window added to openWindowList:' | s'weapon_effect_editor'
[8/16/2025 10:27:15 AM] [ERROR] Script execution error: [string "C:weapon_effects_entry:effectdetail"]:4: attempt to index field 'main' (a nil value)
[8/16/2025 10:27:15 AM] [ERROR] window: Control (contentframe) anchoring to an undefined control (contentanchor) in windowclass (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [ERROR] window: Control (contentframe) anchoring to an undefined control (contentanchor) in windowclass (weapon_effect_editor)
[8/16/2025 10:27:15 AM] [ERROR] window: Control (contentframe) anchoring to an undefined control (contentanchor) in windowclass (weapon_effect_editor)
Yup getting the same error. Oddly enough the effects work that are coded, you just can't add or change as it's the dialog window for the effect modifiers that is borked.
Does using this extension effectively disable the [CL] tag when used in effects from character actions in the standard PFRPG and 3.5 Effects? On the documentation page on Atlassian, it says, "When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes."
However, when I do this and try to use the [CL] tag with Spell Resistance, it doesn't work (added the effect to the PC character sheet as follows):
Spell Resistance; SR:12 [CL]
When done as the above, the result in the CT is: "Spell Resistance; SR:12"
In this example, the caster level of the character is 9, so the result should be: "Spell Resistance; SR:21"
If I change the effect using the LVL tag (one of the other available tags), it works (character is level 9 also in this case):
Spell Resistance; SR:12 [LVL], then the result works and I get this added to the CT: "Spell Resistance; SR:21"
Any ideas on this one otherwise? My only guess is because CL gets used as a modifier in this extension, something in the parsing is going wrong. But it seems unlikely since the CL modifier isn't enclosed in square brackets.
There seems to be a bug with CL currently, see here: https://www.fantasygrounds.com/forum...l=1#post752167 :)
Unless I'm misreading it, that thread would seem to indicate that CL is no longer considered a supported tag, rather than a bug. I'll bring it up in that thread, but just want people to see here that maybe there's some confusion around its status as a bug or not, and to make sure to hit that thread for more follow-up. Thanks!
Yeah, but I think it will return because it is easy to introduce; I guess it just "vanished" because there was a recent change in tags (for example, [STR] now takes STR effects into account) and that change got also introduced in 5e where one has no CL (I think). So, they aligned the code in the various rulesets regarding that and (probably accidentally?) lost CL as a ruleset-specific tag :) In the worst case I will reintroduce it in an extension :)
I checked back to 5E - 2024 version; and there is was no CL tag in that ActorManager5E or EffectManager5E code.
It looks like it did get accidentally removed from 3.5E/PF1 when the code was aligned to be the same with fixes.
Regards,
JPG
The 5E version of this extension removes the button that lets you switch rulesets on a record.
This probably isn't a big deal for just 2024/2014 tables but ones with Tales of the Valiant it's more of an issue, because maybe you want to add some ToV stuff to the 2024 monster or other records that is only available in the ToV view (like condition resistances).
I've verified it's this extension, only one loaded. Made sure to not load the ToV Setting extension as well (so I can't show the ToV here)
Without extension
Attachment 65990
Attachment 65991
With extension
Attachment 65992
Blarg, I see it but it doesn't let you switch the Tales of the Valiant view if you have that extension loaded. It looks like it's hardcoded to 2024 or Legacy only. Tales of the valiant is official, it should be supported, or give us the option of not saving space so we can get the button back that lets us use the other rulesets besides 2014 and 2024.
We lose stuff like this if the button is gone. (condition resist, condition vuln in ToV mode)
Attachment 66013
Is this still being maintained?
Ok, well, I just forked it then for me and set this back to true since there doesn't seem to be much movement here. Works just fine.
https://github.com/rhagelstrom/Advan...utility_5e.xml
I just checked level up advanced 5e (loaded that extension). That extension doesn't seem to use this box as of right now, but I assume they made it more than a simple boolean button for a reason.
If someone can post pictures and examples of what functionality is lost with this button, I might be able to whip up a fix. I don't own tales of the valiant or advanced 5e.