@Moon Wizard,
Thank you very much! I just ran the latest update and I can confirm that both the PC Saves and the Multi-target "Cast" issues are now fully resolved and working as expected.
Thanks again!
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@Moon Wizard,
Thank you very much! I just ran the latest update and I can confirm that both the PC Saves and the Multi-target "Cast" issues are now fully resolved and working as expected.
Thanks again!
Hi @Moon Wizard,
Since I'm currently developing an extension, I've been doing some testing and happened to stumble upon two more bugs regarding effect expiration logic. I’m not 100% sure if these are related to the recent updates or long-standing behaviors, but I wanted to share my findings in case they are helpful.
1. Multi-Target "One Action" Expiration Failure
When a PC has multiple targeted effects (using the [TARGET] tag) set to "expire on next action," the consumption logic seems to only trigger correctly for the first effect in the list.
Steps to Reproduce:
- Apply two separate effects to a PC: DMG: 1d6 [TARGET: Ogre] and DMG: 1d6 [TARGET: Cultist].
- Set both to expire on "One Action."
- Attack the Cultist (the second effect target): The extra damage is applied, but the effect remains on the PC.
- Attack the Ogre (the first effect target): The extra damage is applied and the effect is consumed as intended.
Observed Behavior: It seems like the engine successfully finds the effect to apply the damage bonus, but perhaps encounters a hurdle when indexing which effect to remove if it isn't the first one in the CT list.
2. "Expire on Roll" Console Error with Advantage/Disadvantage
Effects set to expire "on roll" trigger a host-side script error when the roll involves multiple dice (Advantage or Disadvantage).
The Error:
Steps to Reproduce:Code:[ERROR] Unable to find effect to remove. (combattracker.list.id-0000x.effects.id-000xx)
- Apply an effect to a PC with ADVATK or DISATK, set to expire "On Next Roll" (e.g., Vex; ADVATK [TARGET: Ogre]).
- The Player triggers an attack roll.
- The Host chat immediately throws the error above.
Observed Behavior:
My guess is that the engine might be attempting to trigger the effect removal for each die involved in the roll. If the first die successfully removes the effect, the second die's attempt results in the "Unable to find effect" error because the ID has already been cleared.
Environment:
- CoreRPG / 5E Ruleset (2024 or Legacy)
- No extensions enabled.
I've attached two short videos showing these interactions to help visualize what I'm seeing. Hopefully, this helps narrow things down!
Thanks again for all the hard work on the ruleset!
@Henix,
I really appreciate the time you've spent helping me sound out the systems to find issues in the Test channel.
I've pushed a new update that should address those issues (effects with alternate "apply" logic did not expire when more than one effect active; effects with apply logic that expired were incorrectly added more than once to expiration queue).
Please run a new Check for Updates.
Regards,
JPG
As I mentioned previously, the release was delayed a week to give me more time to look at or help with extensions. If you have an extension and need help, please reach out to me directly.
In that vein, I am also looking at popular extensions reported on Discord.
I just pushed a Test build update for Aura effects (a popular third party extension no longer supported by the original developer); if I can get some people to help test it.
Regards,
JPG
I have time to test it.
I always loaded Aura effects but never played a paladin to test it.
So it might take a while.
If you direct me to things to test, what to do, etc., I can be more helpful.
EDIT/PREP:
https://forge.fantasygrounds.com/shop/items/32/view
This extension enables auras and area-of-effect buffs/debuffs by adding/removing effects on other actors based on proximity.
Aura of Conquest; DMGO: [HLVL] psychic; Movement is zero AURA: 10 enemy,cylinder; DMGO: [HLVL] psychic; Movement is zero
* Size, Alignment, Point [Example; AURA: 10 all,point; Example AoE; ATK: -5], Dying !dying,
* 5E type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead, living construct, aarakocra, bullywug, demon, devil, dragonborn, dwarf, elf, gith, gnoll, gnome, goblinoid, grimlock, halfling, human, kenku, kuo-toa, kobold, lizardfolk, merfolk, orc, quaggoth, sahuagin, shapechanger, thri-kreen, titan, troglodyte, yuan-ti, yugoloth.
Exceptions
- If a resulting aura effect is set to “off” in the combat tracker, the effect will not be removed based on token movement. This is useful for managing automatic effects like those for saved or immune creatures.
- The factional relationship of ally or enemy is evaluated from the source of the aura effect.
First Aura Effect Error in TEST: Happens when I move the token with the aura
[Did I code the aura wrong? AURA: 10 ally,white; Aura of Protection; SAVE: [CHA] ...]
Note: I also enabled Auras Visualized, otherwise Clean Test Campaign.
Setup for reference:
Attachment 67177
The Movement Error:
Attachment 67178
Same with what I got [manager_token_aura_lua]:31: [tokensource (nil)]-- but the number is different.
Are you also using Auras Visualized? That one has not been fixed, so may cause issues with the fixed Aura Effects.
If not, can you walk me through how to set up in a new campaign; or provide a set up campaign zipped up that I can look at with steps to see the issue?
Thanks,
JPG
This time I tried without Auras Visualized. Error line-31 still triggers if I do the same thing.
Moving ANY token(s) triggers lines 31 and 181 errors, not just the PC with aura.
Also Triggered 181: The cause is " AURA: 10 all,point; Example AoE; ATK: -5 " However you write it [with/without space or "Example AoE;"].
Notice the codes in 2 pics.
Space removed from the EFFECT:
Attachment 67181
Movement causes error 181 with the above code when entered exactly as is.
Attachment 67182
When I can I'll test - Mixing the Aura Effects Code with 5E Auto EFfects [Grim Press] from dmsguild
Entire campaign attached. I also tried map options like LoS on and off. It's the effects not the map.