I don't think the RAW are clear on this tbh. We've always done a separate medicine check per target and the person treating could also choose separate DCs for each individual target.
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Looking at the release history the escape activity has never had targeting or a DC set. This is by design as the DC can be many different things: "Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment." The DC in the activity is set at "None" so that the GM can use the Desktop DC Panel to set the DC of the check.
Two things:
1) For skill checks in Activities would it be possible to have "vs standard DC" as one of the options? This would be for things like an Inventor's Overdrive or a Bard's Lingering Performance that are always against the standard DC for the character's level.
2) Apparently, having a comma in a character's name causes item distributions via the party inventory to fail, I assume because it can't decide if the character is one character or two.
Two (possibly) automation issues:
1) If an automation adds a spell class and then adds a 1st level spell, it will not adjust the number of castable first level spells from zero to one. As a result, although the spell is actually added to the character, it looks like it wasn't, since the spell does not show up until a number of 1st level spells per day are added to the spell class. This is not true of cantrips, which will automatically change the number of cantrips per day from zero to one when a cantrip is added to the character.
2) Attempting to use automation to add a spell that has parenthesis in the name of the spell appears to fail.
3) Linking an activity to a Heritage does not appear to actually add that activity to the PC when the Heritage is selected.
Discussed in this thread: https://www.fantasygrounds.com/forum...to-spell-class
The code specifically removes text in parenthesis as this is usually a note of a slight change to the spell not usually the name of the spell itself.
This has been fixed today: https://www.fantasygrounds.com/forum...l=1#post700567
Any chance that the same could be applied to the matching half (i.e. ignore any text in parenthesis in the spell name when attempting to match)? That symmetry would at least mean it's physically possible to add such a spell. A couple module authors - ShadeRaven in his DnD modules for example - use parentheticals in spell names to denote that the "spell" is actually a weapon crit effect or something similar being automated as a spell.
When using the effects from the effects tool window in the upper right, are their combinations of shift, control, alt etc that change the effect as it is dropped?
(for example adding ETTT to the effect of hidden without having to open the activities window/opening hide and dragging the ETTT hidden from there?)
Forgive me if this is a duplicate question.
I see that I can apply the effect hidden from the Effects Tool, then drag the target icon shown in the NPC effects list onto the applicable target PC. I guess that is pretty quick. That said, I think adding shift or control or alt options when one drags effects from the effects tool might be a nice additional functionality for effects targeting. Also having something like right click on the effect in the effects tool would be helpful for those that cannot memorize all the effect definitions.
To do effect targeting you need two targets - so just dragging from the effects window to a single target won't work reliably. Hence why you need to apply the effect first, then do the effect targeting.
ALT-click does this already for all of the PF2 RPG system conditions. There used to be text at the top of the campaign effects window mentioning this, but the recent changes in CoreRPG appear to have removed that.
Also, once applied in the CT, you can double-click on the condition in the CT effects summary view to get the definition as well.
https://www.fantasygrounds.com/forum...chmentid=59166
Thanks for the feedback.
There appears to be an error in splash damage. It is being doubled by a critical hit when it should not be.
(I just tried using advanced edit mode to upload a png file and it failed. I will try using GreenShot)
https://i.imgur.com/ve9uxXJ.png
Is advanced edit image upload no longer working?
No way, how did I not know this! That is very helpful.
I had my first game last night since the update last weekend and the couple of fixes posted this past week. All my players (6 character sheets and 3 companions) experienced significant loading issues and even I had some spinning blue wheels as things tried to load. Even turning off LOS and lighting (which helped) and removing companions (which also helped) still did not fully resolve the issue. Note, I removed all other modules other than the ones I absolutely needed so a bit concerned if this continues as it slowed our play down which is never a good thing. I'll continue to monitor but performance is starting to become an issue for play so would love to have this get better soon.
The recent base FG update has certainly seemed to have an impact across the board. I think that impact is seen more in the PF2 ruleset as that is pushing the envelope recently with functionality and the amount of nested data records. I know the FG devs have some ideas on improving database performance and I'm hoping they can make improvements around the recent update and also other improvements in the future.
Is it possible in the current code for SHIELDBLOCKALLY to also allow a number after the colon to override hardness? This is how the normal Shield Block works (for example SHIELDBLOCK:14 would use a hardness of 14, even if the shield has a different value). When SHIELDBLOCKALLY was first put in, something like SHIELDBLOCKALLY: 14 would override the item hardness.
Currently, only SHIELDBLOCKALLY with nothing else will work (as far as I can tell), which makes it difficult for players with feats such as Everstand Stance, which adjust shield hardness as part of in-combat action.
Specifically my player has a shield with a hardness of 12, but needs to be able to adjust it to 14 when they are in Everstand Stance. This could be done by adjusting the hardness of their shield when they enter Everstand Stance, but for constancies sake, it is simpler if they can have an effect coded SHIELDBLOCKALLY: 14 for those instances. This would be consistent with their normal SHIELDBLOCK: 14, which works in existing code.
So I'm making a new 4th lvl Cleric - Warpriest from scratch but I keep getting a weird error in the Chargen Tracker when I level to 2nd
!!!Unable to level 'Tester'. Cannot find a valid linked class.
All the modules have been loaded correctly.
Any ideas?
Not quite true, it goes to lvl 2 but I click the Add a level button in the Tracker again to get to level 3 and the error pops up but no level up occurs, I am stuck on level 2.
I can do manually so not too much of a problem.
Clicking the Level Up button three times in a row works completely fine for me - the level gets added each time, see screenshot below. Looking at the code that raises the warning into the tracker, it's the last thing that is ran at the end of the level up process, it doesn't have any impact on applying the level up changes - unless you're running any extensions that might be changing the level up process?
https://www.fantasygrounds.com/forum...chmentid=59193
Blank campaign - no extensions loaded - core rules module loaded - PF2 Release 19b6
Hmm - can't insert image - See attachment
I'm not sure how that will happen unless there is a problem with the class itself.
Can you compile the logs after recreating the issue, but with global logging enabled please. To do that, follow the instructions below:
- Before recreating the issue, type /global on in the chat window and press return.
- Recreate the issue.
- Type /global off in the chat window and press return.
- Compile the logs and post them here please.
Make sure you turn global logging off as soon as recreating the issue - don't run FG in global logging mode except for troubleshooting, it generates a lot of logging and has a performance impact.
I deleted the character, shut down FGU and restarted.
As there was another update available I pulled that and now levelling up in the tracker works normally.
Thanks for working your magic again Trenloe. :D
Is there a discord for PF2 release 19? I notice it mentioned in #184
New bug. I set my version choice to be pf2e legacy to use the current rule set and a bunch of extensions I was using became hidden. I had to switch to pf2e remastered to get them back.
As @Nyarly Dude mentions, this is unfortunately a by-product of needing two code stream (rulesets) to cater for the changes of remastered. The extensions will need updating to support PFRPG2-Legacy as well as the existing PFRPG2 entry. There's not a way to cope for this in the base ruleset.
Possible bug?? I know these are the most frustrating ones.
It's happened twice now - both times when loading a campaign post-the Remastered update that I hadn't touched since before it - that all or most of the campaign's characters display in the upper left, instead of just characters belonging to players who are logged in. The issue seems to resolve itself as players log in and then log out - the characters go away - but if the owner of a character never logs in the character just sits there.
Test, and this occurred in a campaign with no extensions loaded except for the dark theme. It has actually occurred in every campaign I've loaded since the Remaster update came out, which was why I thought it was Remaster-related, but maybe that's just a coincidence. It does appear to still be happening, either way.
I did just find a bug that is definitely related to this ruleset, though:
PermEffects all being added as a single effect results in incorrect functionality if a creature has multiple IFT PermEffects. In the particular case I just found, I have a custom creature that has both Hunt Prey and Sneak Attack, meaning they have the IFT: custom(Hunted Prey) from the first and the IFT: flat-footed from the second. Since the two were applied as a single effect, the creature only deals sneak attack damage if the target is both flat-footed and has the Hunted Prey effect.
EDIT: One other thing - I just noticed I'm getting the following error spammed in chat whenever I open the combat tracker or change whose turn it is. Again, this is with no extensions except dark theme.
"frame_ctsub - DEPRECATED - 2022-08-16 - Contact ruleset/extension/forge author"
EDIT2: Correction, not "whenever"; rather, the error specifically occurs when
1) The combat tracker is opened after starting a campaign and at least one monster is present,
2) A monster is added to the combat tracker,
or 3) A monster's turn begins or ends.
If you're not specifically taking part in a beta test I would recommend *not* running in the test channel. If you are partaking in a test then please report issues like this in the test channel.
Thanks for reporting. I'll make a note to keep different PermEffect entries separate when applied in the CT.
Thanks for letting us know. We'll get that fixed in a future release.
These are only present in the test channel and are there as deprecation warnings to devs - in general it isn't recommended to run games in the test channel, R19 in August was an exception and even then it was with the understanding that there could be session impacting issues during testing. If you're running in the test channel please try to remember to state that when posting in the forums regarding functionality or issues. Thanks.
Ah, okay, good to know.
Unfortunately walking my players through switching back and forth between channels has historically proven to be fraught with issues, so I've just stayed on test to save myself that trouble. I should probably get everything switched back to live, but I also like being available to catch issues when things are being tested; feels like doing my part to support the community.
Still, if it's going to be a hassle for you guys then that defeats the purpose and I should just get everything switched back over to live. :)