Yup...just noticed that...fixed!
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Yup...just noticed that...fixed!
I'm having a conflict with this an another ext I use, Generic Actions (Generic Actions Layers).
Not sure if you have that one or not.
Changelog
1.4.1
Changes/Bug Fixes:
- Fixed certain features, such as spellcasting, critical hits, and damage threat, not being accounted for in client rolls.
- Fixed system messages notifying clients about the initial threat value options.
- Changed the extension settings so they are visible only to the host, preventing clients from seeing threat values.
If you still are not seeing spellcasting threat, make sure the affected NPCs are considered Intelligent. The minimum Intelligence scores required for an NPC to be considered Rational or Intelligent can be configured in the extension options. For spellcasting, healing, and opportunity attacks to be taken into account, an NPC must be Intelligent.
Handler error: [string] "GenericActionsLayer:..ric_actions_layer.lua"]:366: stack overflow
Here is the related function in GAL
function onActionPostResolve(rSource, rTarget, rRoll)
if _fnOrigActionOnPostResolve then
_fnOrigActionOnPostResolve(rSource, rTarget, rRoll);
end
-- Add scaled asset in layer at desired map position
if rRoll.sType == "attack" then
addGenericActionLayer(rSource, rTarget, rRoll.sDesc);
elseif rRoll.sType == "damage" then
addGenericActionLayer(rSource, rTarget, rRoll.sDesc, "DefaultDamage");
elseif rRoll.sType == "heal" then
addGenericActionLayer(rSource, rTarget, rRoll.sDesc, "DefaultHeal");
end
end
_fnOrigActionOnPostResolve = GameManager.getMultiKeyFunction("onActionPostResol ve", "");
Threat Legacy, I'm not sure what % it's doing but doesn't seem to be working correctly as a % of anything I can tell.
Personally, what I would like it to do is keep a % of the last threat carried over to the new threat amount.
Spell Casting Threat is not working at all.
Healing Threat doesn't seem like its working correctly. I can see it sometimes but other times I don't see it working correctly.
In the options, there is 2 options for the same thing (Verbose) (Both Messages: GM and Messages: Player)
In the options, (Discreet) is not correctly giving the summary, its acting like Verbose. (think its related to the other options issue)
In the options, "Logical Chance" has 2 options for the same thing, likely causing some issues.
This stems from the options manger where you are defining too many label res.
Example below, you don't need to define "option_val_vis_alldice_default" in labelsres it can detect it from it being the baselabelres. Same with "values", you already set the baseval with "default" so no need to add it to the values list.
Don't ask me why FG changes to doing this.
Code:OptionsManager.registerOptionData({
sKey = "vis_alldice",
sGroupRes = "option_header_DroppedOrder",
tCustom = {
labelsres = "option_val_vis_alldice_on|option_val_vis_alldice_visual|option_val_vis_alldice_off",
values = "on|visual|off",
baselabelres = "option_val_vis_alldice_default",
baseval = "default",
default = "default",
I love the new widget icon things, but can I suggest maybe using another icon for =< #2 because it's very hard to see the number in that white skull, so if maybe you can use like color dots around it instead or something on the skull. Those graphics look awesome but saying for ease of use it's hard to see.
Can we have an option for FACTION = NONE to not display any info and not target anything? The main reason is a lot of the times things that are faction none are likely objects that don't need to target anything.
Check all your options because I'm seeing more that have doubles in them.
It seems that Aggro was registering the GameManager action wrapper during both onInit and onTabletopInit, which could recapture another extension's wrapper as the "original" handler and create a circular call chain. I've changed it to register those wrappers only once and added a re-entry guard, so it should no longer contribute to a stack overflow loop.
See if it works now, as I don't have GAL to test it myself.
Everything with GAL is working great thank you!!!
I noticed the options are working correctly now as far as no doubles.
Spell Casting threat, and healing are not working correctly. I can get healing to trigger sometimes but it's very weird how it's being detected.
Still not understanding "threat legacy" and what % it is and where it's coming from. Also why it's only applied to some targets sometimes.
Also the option for "Discreet" is acting just like verbose.
What Threat Legacy does is carry over a percentage of the difference between the previous threat value and the current one, but only if the previous value was higher. For example, if your threat was 1,000 on the previous turn, Threat Legacy is set to 25%, and your threat this turn is 500, you will receive a Legacy bonus of 125. That is 25% of 500, which is the difference between the previous and current threat values.Quote:
Threat Legacy, I'm not sure what % it's doing but doesn't seem to be working correctly as a % of anything I can tell.
Personally, what I would like it to do is keep a % of the last threat carried over to the new threat amount.
I tested it here and encountered no issues. Can you confirm that your NPCs meet the minimum Intelligence requirement configured in the extension options (there are options for you to define the minimum Intelligence value to be considered 'rational' and another one to be considered 'intelligent')? Also, which ruleset are you using? Only intelligent character will consider spellcasting, healing or Opportunity attacks as threats, I made it like that so that irrational beasts or really dumb characters could be a little more "realistic" with their choices.Quote:
Spell Casting Threat is not working at all.
This is probably caused by the same issue mentioned above. Can you confirm whether your NPCs meet the minimum Intelligence requirement?Quote:
Healing Threat doesn't seem like its working correctly. I can see it sometimes but other times I don't see it working correctly.
I fixed the duplicated states in the option buttons.Quote:
In the options, there is 2 options for the same thing (Verbose) (Both Messages: GM and Messages: Player)
In the options, (Discreet) is not correctly giving the summary, its acting like Verbose. (think its related to the other options issue)
In the options, "Logical Chance" has 2 options for the same thing, likely causing some issues.
In future releases, I plan to add options to show or hide the widget and adjust its position and size. I will also consider using alternative graphics.Quote:
I love the new widget icon things, but can I suggest maybe using another icon for =< #2 because it's very hard to see the number in that white skull, so if maybe you can use like color dots around it instead or something on the skull. Those graphics look awesome but saying for ease of use it's hard to see.
FG already has a NEUTRAL faction. Wouldn't that be enough to solve this issue? AGGRO also has the "Valid Target: Any Friendly" option, which prevents neutral actors from being selected as targets. Finally, you can assign the "NOTHREAT" effect to an actor, and it will be ignored as a potential target.Quote:
Can we have an option for FACTION = NONE to not display any info and not target anything? The main reason is a lot of the times things that are faction none are likely objects that don't need to target anything.
Ok this makes a lot of sense and I will do more testing with that info in mind.
I can just apply a "NOTHREAT" effect on creatures, thank you, but that wasn't what I was saying. FACTION: NONE is triggering threat messages when it's their turn.
There are 4 factions in FG. Foe, Friend, Neutral, and None.
I feel like none and neutral shouldn't process threat messages, or give us the option to not process them with them.
I wouldn't worry about the Faction NONE thing, I can simply use an effect, "independent; Nothreat"
I understand now. I thought you were saying that actors with the Neutral or None faction were being considered valid targets. That should be easy to implement, so I’ll work on it next week.
Feel free to report any other issues you encounter by then, so I can include them all in a single update.
I also would be interested to hear what GM settings worked for you in your game that felt like it worked well.
AGGRO v1.5.0
This release introduces a new feature and refinements to the UI.
New Feature
- Users can now configure which factions are eligible to roll for AGGRO.
UI Refinements
- Threat values now have their own configuration window to avoid cluttering the Fantasy Grounds Options menu.
- The AGGRO token widget can now be set to always on, always off, or shown only when hovering over a token.
- The widget position and size can be chosen by the user.
Bug Fixes
- Discreet mode for the host was behaving like Verbose mode. FIXED.
https://i.imgur.com/YnxCesR.png
https://i.imgur.com/HQun1BA.png
Amazing work, thank you.