V1.11 - Bug: was not supporting effects that modified raw abilities (ex. STR: 5). Fixed.
V1.11 - Bug: was not supporting effects that modified raw abilities (ex. STR: 5). Fixed.
Please forgive me if this has been explained, but I do not see in the guild the 1.11 version only 1.10? I have purchased it and tried re-downloading it today. Maybe 1.11 is somewhere else? Thanks!
Not entirely sure - I think I forgot to update version number then corrected it after I delivered - or never delivered it? That's the only reason I can think. Repackaged and redelivered with the version number for sure this time. It's updated DMsG. Thanks for noticing because my local machine showed the version number updated which was not the case in DMsG.
Indeed, It is now reporting 1.11. Thanks!
About to get this extension but I have a question. In the video you make NPC sheets into little draggable icons on the tabletop. How did you do that? I assume its an extension?
This is standard functionality in FGU. Right click and select the minimize icon on the radial menu. You can do this with most windows.
Attachment 47193
V1.12 - Bug - Help did not have the apply="roll" set so that it would disappear after next ability check roll in addition to the original limit of 1 round. Fixed.
A new video has been added to page 1 - hidden discreetly after the official Grim Press one. Mostly for my own entertainment ;)
Loved it!
V1.13 - Bug - Dice rolls were not taking into account source or target SKILL or CHECK effects. Fixed.
Fixed for CHECK and SKILL to support following type (strength, athletics, etc.) - not worth a version change
V1.14 - Feature - Added Disarm, Overrun, and Tumble from DMG p.271 optional actions. Disarm is a toggle which will hijack normal attack mechanism to do a disarm set of rolls. You will have to turn it off and on manually, as long as NPC or PC sheet is up it will respect it - otherwise it will just do normal attacks. There is a new option "Disarm and Overrun target will get size ADV-DIS roll (otherwise manual for DM)" added in because I had to make size ADV/DIS considerations on the target rolls (as want not simple to do as DMG p.271 wanted on attacker rolls). Just turn it off if you want to apply DIS/ADV based on DM figuring out size considerations manually. Overrun also does the size on targets - otherwise Overrun and Tumble follow the DMG p.271 rules. The new buttons appear after the existing generic actions already out there.
Apparently my character in the campaign I was testing with was bugged (a case where CT entry was not the token that was out in map even though I thought it was). Anyway, V1.14 is back out in DMsG and will soon be on Forge. Test thoroughly. As leaving it to me to do the testing... well... EXTENSION = RISK!
Fix for V1.14 when target not defined for disarm generates code error. Not worth a version number update.
If I try to click break grapple it gives message Cannot Break Grapple when no Grappled effect in combat tracker. But the effect is there.
If the effect is properly defined you'll see "applied by" when you expand it - and then it will most certainly work. If you however put some dumb text out there without properly applying the the grappled effect (as in - it was applied by someone on a target) then of course it won't be able to find who applied the grapple and won't be able to apply the break grapple rolls to them.
So my question is - did you properly apply the grapple effect - and does it show "applied by" when you expand the effect out in combat tracker?
Just FYI, it seems this extension messes with spell visibility on the actions tab. When I have this extension loaded and I toggle to "combat" view, the spells I know but are not prepared still show up on the actions tab but they shouldn't. When I deactivate this extension the spell visibility behaves as intended. I am running the latest version of FGU and I believe the latest extension version.
Well here is what I did...
1) Tested in an old all purpose test campaign that has been around and beaten on for about a year. Saw very inconsistent things going on with the selected/unselected preparation Actions to combat Actions switch (some stuff worked some things did not). Turned off all extensions and themes. Some stuff worked some did not.
2) Went to current campaign which has all my stuff and theme I use active (same as in first test above) and everything worked. No problems translating between selected/unselected Preparation Action to combat Actions. All worked fine.
3) Created brand new 5E campaign with all my extensions - with the modules I use and options I usually use - and created a wizard through character wizard. Gave him a few first level spells and still - all the selected/unselected Preparation Action to combat Actions worked fine.
So I can see there is a problem. I can't see it being related to these extension but in something with the actual character data. As I have one project which does this even with extensions or without I'll see if I can determine what it is. But it something very weird. Probably nobody noticed it because it does not seem to happen in existing campaigns or new campaigns but does in some with or without extensions. No idea why but I'll take a stab at it.
I also created a new character in the campaign that had a character behaving weirdly and they worked just fine. I'll try to compare the DB.xml char vs bad char and see if I notice something but this does not appear to be an extension thing - its a data thing. How the data got bad I don't know. Only one of my campaigns has this happening and it has been hit with all sorts of testing horrors over the last year.
Found it - at least for when its happening in my case. When the power groups "prepared" value is corrupted or set to 0 (blank) then the preparation selection will be ignored and the spell will always be shown. Not sure how my one character had power groups defined without a prepared setting or how it got whacked but none of my extensions touch that stuff so thinking something else happened. Simply setting it to number of spells you can have prepared for that power group allows the spells to reflect the preparation setting.
Attachment 50104
Loving this extension as a DM. I did notice in our session last night that the hide button does not notify the StealthTracker extension (https://forge.fantasygrounds.com/shop/items/165/view) that the actor is hiding via the Hide action.
I as the DM do get the message though so I currently manually update the effect if it exists.
V1.15 - Feature - Added support for Grappler feat as defined in RAW 5e Rules. Advantage on grapple rolls and restrained if grappled already. Break grapple will remove restrained if source of grapple had Grappler feat. Will look for traits ("powerful build") in both PC (traitlist) and NPC (traits) and feats ("Grappler") in both PC (featlist) and NPC (actions) for case insensitive name matches.
If you drop a trait or feat into a PC (abilities tab) or NPC (main page unlocked) and its one I support ("powerful build" or "Grappler") then the grappler button will respect it as described above.
V1.16 - Feature - New option "Apply DIS for weapon range (restart app)" defaulted to off. This will check the distance between attacker and target and check if ranged weapon with a "range low/high" in PC( charsheet inventorylist)/NPC(CT inventorylist or actions) is within 5ft or if range is > low or <= high range and apply disadvantage. It will put chat messages if either of these - or the range is > high (won't stop the attack its just informative - if you do damage it will still do it per hit/miss roll). If the attacker is using something with "crossbow" in the name and has the "Crossbow Expert" feat they will not have the 5ft disadvantage applied. If they have the "Sharpshooter" feat (or "Fighting Sharpshooter Mastery" feat - for SW5E - which is the real reason I'm adding this mess for my game) they will not have the low/high range disadvantage applied. The option is defaulted to off so if you turn it on you will have to restart the app (like some of the other options) in order to get it applied. If its on when you start the app then you can turn it off and on and it will work. The reason these (restart app) options are done this way is they override critical functions that will usually stomp anyone else who uses those same registered handlers. So I make sure if you turn them "off" and then restart the app - they are no longer overriding that handler. No other way to really do it. If you don't want this - just leave it off.
That was a bug on my part will be fixing it shortly. Was assuming the range low/high had to be present for the 5ft check and that only the target was in 5ft. I'm now doing it correctly with any "not same faction" (because of my world the way I use factions) in 5ft that is not incapacitated. Will be done shortly after some basic testing.
Thanks! No worries. I read your use of "weapon attacks" I assume it was being very specific. As a result I did not see this as a bug but working as described.
V1.17 - Bug - V1.16 range feature was not handling the 5ft disadvantage rule correctly. This has been fixed. Note: Because I use NPCs and all the factions, the hostile within 5ft is really a "not same faction" in 5ft check in my world. This is also for any ranged attack (not just a weapon with a "range low/high").
Last night my group saw strange behavior from Kent's pack tactics and using the Generic actions range weapon option. When a creature with pack tactics attacks it would throw 3 dice keep one of the adv rolls and the normal roll and add them together. I guess these are in conflict.
Would not surprise me - why its defaulted to off. Anything that touches the attack logic usually has issues from either having to put something in middle or not calling the super calls to let someone else do them. Just leave that option set to off if you use those things.
I was hoping it was an easy fix as I like using the GA to do my range finding in combat. Thanks for the info.
Well crud. I just had my Monday night game and when one guy got within 5ft of an enemy with DIS on his attack - 3 dice rolled. I'm going to have to look into this from the extensions I used. So maybe a bug - I'll have to look at it later this week or on the weekend.
I see. As you said, "Anything that touches the attack logic" could be a large number of exts...
I saw this behavior in my game last night as well. Confused the heck out of me and my players. It took a while to figure out that it was Generic Actions that was causing it. It seems to happen when the ADV or DIS buttons are pressed before an attack and/or an effect that bestows one of those conditions (such as restrained) is on the character. I'm glad you noticed it. I was just coming here to report it.
Edit: Extensions I was using:
5e - Advanced Effects
5e - Advantage Display
5e - Auto encumbrance
5e - automatic death resistance
5e - automatic mirror image
5e - automatic sneak attack
5e - Generic Actions
5e - indicators
5e - polymorphism
5e - turn based effects
5e - equipped effects
5e - elven accuracy
5e - legendary assistant
5e - modifier buttons A
Clear dead
easy lights
feature: Aura Effects
Feature: Better combat effects
Feature: Friend Zone
Feature: Party Item identified
Feature: Size matters
Feature: StealthTracker
Feature: Token Height indication
Select on Turn
Toggle Light effects