I also notice that hiding an actor on the CT using the "eye" toggle does not hide the asset or layer.
Keep in mind ALL the invisibility effect stuff is handled in Combat Groups - NOT this extension. However, this extension has code in it that will check invisibility status of the current token(s) involved in the asset and if the token shows in the code to be invisible - it will insure any assets it places are GM only viewable.
Now if you set invisibility yourself on a token - it will not trigger anything (no triggers to trigger to my knowledge) and the assets on the map will not be refreshed. You'd have to use the map button on host to force the refresh in that case. And if you use the CT eye to trigger invisibility - Combat groups is not triggering on that to do anything as the system is doing it. And generic actions layers is not triggering on it either to update the assets in the map.
But here is what I see...
ANY time the token is invisible - and the assets are refreshed - GAL works perfectly. If you don't see the assets refreshed you just have to hit the map toolbar to refresh the GAL assets and it all lines up. You can also drag or click any token as Token.onClickRelease and Token.onDragEnd will update the assets (from client this sometimes loses the drag which always replaces the release - no idea why - happens about 1/4 drags for me).
ANY time the asset is added into the effect (like I do in all my cases) - for example Duergar invisibility by double clicking its EFF: Invisibility from CT actions onto itself - always sets invisible - GAL triggers and it all lines up. No surprise I've not seen this issue as that is only use I make of this feature.
When I drop Invisible effect into the CT - I see it work - and sometimes NOT work. I have no idea why.
The only thing - and I've not nailed down why it does not work sometimes (except something is not triggering).
Basically two open issues I am not having any luck solving:
1) I lose Token.onDragEnd triggers from clients every once in a while when a token is moved by a client forcing me to update assets (as Token.onClickDown removes them all for refresh) with the map toolbar. No pattern I can find - only that when I call layer API code is when it gets "eaten".
2) I lose the trigger (when a CT field effect updates) when the effect is drag dropped into the CT from the effect window.
Currently I have no solution for when these lost triggers happen other than using the map tool bar to refresh the assets from host. And when the token invisibility effect trigger is lost I end up deleting the effects in that CT entry - replacing them and setting invisible effect again - that usually works. Or just set token visibility manually and use map toolbar to refresh assets.
What I can do for now is add a trigger to catch the CT state of visibility and when it changes force the update of the assets.
Otherwise, time will tell - the random lost triggers is a mystery for now. Once it starts working it usually keeps working is all I can tell.
Generic Actions - V1.77 - Bug FG code - Dice to string is not respecting the dropped flag in returning dice rolls it tries to parse - these can be set to true on dice expressions. Fixed.
Generic Actions Layer - V1.42 - Update - support refresh of assets when CT entry eye toggle visibility is changed.
The previous listed issues still exist FYI.
Generic Actions Layers - V1.43 - Bug - rewrote how some of the GMOnly layers are being handled with regard to invisibility with some other general fixes. A new effect is now placed with GAL NPCs called GALVISIBLE (to support new visibility rules) that allows invisible NPCs to still project assets onto the client, essentially if this effect is present in a CT entry then all of its assets will not respect the visibility status and simply project to Client or not based on particular effect's GMOnly setting. As now even when an effect does not have GMOnly the assets will be put on a GMOnly layer when its token is invisible. Except when GALVISIBLE effect is present somewhere in the CT entry (like the NOTARGETING effect).
Basically "Keep" assets were not playing nice with invisibility nor were some other things and they should now be working.
This leaves two caveats I can't seem to solve and have given up on for now....
1. First time assigning invisible effect will sometimes not properly set visibility of token. It seems if you remove it and do it again it then works. Trigger is somehow lost. No idea how.
2. Client is losing triggers for Token.onDragEnd about 1 out of 4 times sometimes after functions containing layer API code are executed. Seems lag based - if you hover over token for a sec with button down, but before you start dragging, the onDragEnd trigger does not seem to ever be lost. No idea how.
Basically if you have a CT entry generating assets and you want it to stick with the effect GMOnly setting regardless of visibility status then you us GALVISIBLE effect somewhere in the CT entry. This will insure the client sees those assets if the CT's effect(s) does not have GMOnly set and the token is invisible. An override to new visibility logic.
Generic Actions Layer - V1.44 - Bug - timing error at line 570 in console for GAL code (can be ignored or just have host do poly) when polymorphism from client happens. Was not guarding for non existent data (poly deletes CT entry which is being processed by GAL). Fixed.
GP does not deliver on weekends so will be next week when this fix comes in.
The "Manage Inventory Counts (support effects INVACT, INVLR, INVSR)" option is causing enormous lag in a crowed environment so do not use it for now, nor the INVACT effects.
The problem was GA's CT limit option processing the "-" sign - the INVACT< INVLR, INVSR named effects will now have a prefix of "+" with a similar change to Equipped Effects to support it - likely delivered later this week.
TAKE ANYTHING HERE WITH THE KNOWLEDGE THERE IS NO GUARUNTEE IT WILL REMAIN WORKING OR EVEN EXISTING - MY DROP BOX STUFF IS WHAT I PERSONALLY USE BUT YOU CAN DO YOUR OWN THINGS - IF YOU DARE TAKE ANY OF THIS - YOU ACCEPT THE RISK IT TURNS TO CRAP, LAGS YOU TO DEATH, AND/OR CEASES TO BE USABLE AT SOME POINT...
There I set the proper mood I think that I was going for :) Proceed reading at your own RISK...
Will make a video (probably at some point) on all the new INVACT, INVLR, INVSR effects - likely being delivered later today. For now the bottom of the txt file on page 1 is your only hope.
And I have shared things in dropbox I use for my 5E campaigns (files directly in this directory) for what I use for my assets in GAL (GenericActionsLayerImages.mod) and the 5E components I've made where I've also put in the item components and INVACT, INVLR, INVSR custom effects that EE will auto load in for me when equipped or dropped in CT (5EComponents.mod). I've only added what my players are currently using in my campaigns - no desire to code up the world - I just add into this as they get new spells/weapons/etc.. This new INVentory ACTion tracking effects are designed to work in my world of extensions - Combat Groups, Equipped Effects, and Polymorphism all have hooks into this code for preventing GAL from being spammed with updates also FYI.
Gist is - as you surely know by now - this is all for ME and MY players. You're just along for the ride and will have to sink or swim as best you can. I can only vouch for all this stuff running in my environment any conflicts running in some other extension or data module I'm going to be unaware of (and likely uncaring about) - hence I list what I use below. These are what I code/test/play with in my games (YOU DO NOT NEED THEM I REFERENCE THEM HERE PURELY SO IF YOU HAVE PROBLEMS AND YOU RUN WITH SOMETHING ELSE - YOU CAN MAKE A GOOD GUESS WHERE ANY CONFLICT LIES - hopefully nothing will cause any issues):
[What I use in my 5E campaigns]
Extensions:
"GoBigOrGoGnome", "NaturalSelection", "Turbo", "Advantages", "AdvantagesCW", "DeathIndicatorEx", "MapParcel", "Polymorphism", "Sounds - VLC", "CombatGroups", "AssistantGM", "Carrier", "EquippedEffects", "EffectiveInitiative", "BetterCombatEffectsGold", "LifeLedger", "GenericActions", "GenericActionsLayer", "AdvantagesPA", "ResistanceIsFutile", "WalkThisWay", "StepCounter", "FG-Aura-Effect", "Theme_SirMotte_Hearth"
Modules:
"5E Automatic Effects .01: Player's Handbook", "5E Automatic Effects .02: Dungeon Master's Guide", "5E Automatic Effects .03: Monster Manual", "5E Automatic Effects .03b: Monsters of the Multiverse", "5E Automatic Effects .03b: Monsters of the Multiverse - Players", "5EAEcorrections" (module priority 1), "5EComponents", "5ESoundModule", "AE5EPHBClasses" (module priority 1), "Calendars", "DD Dungeon Masters Guide", "DD Dungeon Masters Guide - Maps", "DD Dungeon Masters Guide - Players", "DD MM Monster Manual", "DD Monsters of the Multiverse", "DD Monsters of the Multiverse Players", "DD PHB Deluxe", "Death Indicator Tokens", "Default Fumble and Critical Hit Tables", "Druid Wild Shapes Quick Reference Guide", "FG Battle Maps", "Forest Map Pack", "Fundamental Fantasy Map Pack", "Fundamental Fantasy Map Pack II by Joshua Watmough", "Letter Tokens", "Map Pack - Arctic II", "Mountain Top Castle Map Pack", "Pathfinder RPG - Pathfinder Flip-Map - Docks", "StepCounter"
and loaded or not as long as its in module directory...
"Generic Actions Layer Assets 5E"
For my SW5E games I also test this stuff in the extensions are all the same except add in:
"sw5e"
And the only modules I use are:
"Calendars", "Death Indicator Tokens", "Default Fumble and Critical Hit Tables", "Letter Tokens", "Letter Tokens", "StepCounter", "SRs SW5e Starships", "SW5e", "SW5e_skills"
and loaded or not as long as its in module directory...
"Generic Actions Layer Assets 5E", "Generic Actions Layer Assets SW5E"
Generic Actions - V1.82 -Update - added optional "*" Prefix to item name in "INVACT: <*><item name>..." for something that is required in inventory in some amount but is not consumed.
This had to be changed to "~" prefix.
Generic Actions - V1.83 - Bug - replaced V1.82 "*" prefix with "~" prefix as BCEG was randomly eating asterisks.
The 5EComponents.mod has been updated to use "~" prefix on inventory items to indicate they are required but not consumed.