Wanted to chime in appreciation and say that things are working again as well in the 3.5 ruleset, thanks!
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Wanted to chime in appreciation and say that things are working again as well in the 3.5 ruleset, thanks!
Possibly triggered alongside Live Hitpoints
Hi Moon,
I had a script error occur in a Fantasy Grounds Unity Pathfinder 1E campaign while running Better Combat Effects. I’m not certain whether the issue is entirely inside BCE or was caused by another extension triggering a BCE code path, but the logged error points directly to BCE.
Environment
Fantasy Grounds Unity: v5.1.9, 2026-05-15
Ruleset: PFRPG / Pathfinder 1E, 2026-05-19
Campaign: PFRPG campaign
Better Combat Effects: v6.0
Live Hitpoints: v2.18 was also enabled at the time
Error
[5/20/2026 10:29:59 PM] [ERROR] Script execution error:
[string "BetterCombatEffects:..anager_combat_bce.lua"]:68:
attempt to index global 'EffectManager5E' (a nil value)
Other BCE-related warning during load
[WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [BetterCombatEffects] [core/classes_core.xml]
Observed behaviour
The error occurred while running the PFRPG ruleset. I removed Live Hitpoints v2.18, and the error no longer seemed to occur afterward. My suspicion is that Live Hitpoints may be triggering an HP/stat/effect recalculation that causes BCE to hit a code path referencing EffectManager5E.
However, since this is a PFRPG campaign, EffectManager5E appears to be unavailable/nil, so the immediate failing point seems to be BCE referencing a 5E-specific global while running under PFRPG.
Possible cause
BCE may have a ruleset guard missing around EffectManager5E, or a shared combat/effect handler may be calling a 5E-specific manager in non-5E rulesets.
Attached logs/state
console.log
Player.log
extensionstate.xml
Thanks for taking a look.
I'll submit a report dllwell for Live Hitpoints as well.
Thanks for the report and logs. I just pushed an update to BCE/BCEG to remove all references to EffectManager5E. Please run a new Check for Updates.
Regards,
JPG
Thanks Moon,
Was just finishing up some custom extensions. Can confirm your update seems to have resolved the issue <3
hi, I'm using with 5e ruleset "Better Combat Effects" and "Advanced Effects".
and while I have "better combat effects" loaded, it's completely shut down the "Advanced Effects", none of the tags/codes in any item, feat, etc works. i'm using only the advanced effects now.
anyway, I dont know if anyone have the same issue. thx
I am have an issue where the "Remove at end of Source Turn" of an effect is not respecting the remaining turn count. This is important regarding a Stunning Strike from a monk ending at the end of their next turn. If set to remove the following turn, right now it is just removing instantly at the end of the current characters turn who applied it. Anyone else having this issue?
EDIT: Nevermind, doing the effect has changed since I last looked at it and there was a new way.