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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.
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 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.
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.
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.
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.
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.
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.
Ah. Am I supposed to double click
[Stage 1] then
[2d4 poison damage] then
[stupified 1](1 round)
in sequence?
Now that Release 19 is out, should I be closing the ShadeRaven DnD Actions and Skills modules that people had been depending on?
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!
Information here (mostly in the video): https://www.fantasygrounds.com/forum...l=1#post696895
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?
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."
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.
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?
...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. :) )
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".
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.*
Yes.
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.
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.
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?
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?
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.