This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.
Regards,
JPG
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This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.
Regards,
JPG
Hey, thanks for the short explanatory video; it makes things much easier to understand.
This is my first time testing on the test server, so I'm not very familiar with your usual practices.
I took a quick look to see the extent of the damage to the extensions...
Anyway, what I see is that the resolution of the new "STRT" and "1/T" icons is really poor; they're almost unreadable.
Attachment 66811
Would it be possible, and if no one objects, to add the targeting for each effect to the general list of all effects (at least "Targets to self" and "Self to target") and the init source?
Otherwise, the global effects list is a very good idea, thank you for this addition.
Duplicate post, sorry
The campaign Effects list is more for adding specific effects to an actor. Thus, targeting is not really considered other than guessing that the actor character in CT might be applying. That's why targeting options are not in the campaign Effects list. How are you using the list that would require that? Most effects are applied from PC Actions tab, or from CT attack/offense section of CT for NPCs.
Regards,
JPG
I agree about PCs, but for NPCs, it's less obvious, and I'd rather not speculate too much.
I have a very specific way of using effects that would be quite difficult to explain without visual aids and a translator xD.
To put it simply, I apply all my effects in the same way as SAVEADD, but without making saving throws.
But even without discussing my playstyle, generally speaking, if an effect allows you to add another effect (SAVEADD, EXPIREADD, SDMGADDS, etc.), there will be no information because adding it this way won't allow you to pass on the Targeting or Init Source information (for Init Source, it will depend on the Grimlore team deciding what to do with the ChangeState status, which is redundant with the new feature you added).
If needed, I can do a stream on Discord to show and detail my use of effects.
Thank you for your prompt reply.
Regards,
Vaall
Hmm, will have to think about that, since those other additions are custom extensions and I also need to consider the normal use case and the volume of elements to display.
Regards,
JPG
I would like to see targeting from the effects menu. I've run into the problem when trying to target with NPC's from the menu. Some effects don't show on NPC actors in the tracker so I use the menu in that case.
Hi,
I am currently updating my extensions for the fantastic new CoreRPG/5e 2024 ruleset update, specifically utilizing the new native effect targeting feature (Self -> Target) for the Weapon Mastery mechanics.
I've run into a limitation within manager_effect.lua, specifically inside the checkEffectAddIgnore function. Currently, this function prevents duplicate effects by comparing the effect's label, duration, and init. However, it does not evaluate the targets of the effect node.
The Use Case (5e 2024 Vex Mastery):
If a Fighter with Extra Attack hits two different creatures in the same turn using a Vex weapon, they should gain Advantage on their next attack against both creatures.
- Attack 1 hits Goblin A. The Fighter gets the effect Vex; ADVATK (Targeting: Goblin A).
- Attack 2 hits Goblin B. The Fighter should get a second effect Vex; ADVATK (Targeting: Goblin B).
The Problem:
When attempting to apply the second effect via EffectManager.addEffect, it is blocked and ignored as a duplicate because the label (Vex; ADVATK), duration, and init perfectly match the first effect. The engine ignores the fact that this new effect is meant to be targeted at a completely different combat tracker node.
The Request:
Is it possible to update the duplicate-checking logic in checkEffectAddIgnore (and anywhere else relevant in the effect application pipeline) to also compare the targets list of the effect? Or would allowing multiple effects with the exact same label be too confusing from a user interface perspective, making it better to stick to customizing the label with the target's name?
If the base effect strings match but the target references are different, they should ideally be allowed to coexist on the actor. This would natively solve several 5e 2024 mechanics (like Vex) without requiring developers to use custom string markers to force uniqueness (e.g., the old way IFT: CUSTOM(Vex Target A) or the new way [TRGT: Target X] Vex Target X; ADVATK) which bypasses the elegance of the new native targeting architecture.
Thank you for the amazing work on this update!
@Henix,
Just pushed an update to the Test channel that changes the default behavior of the "effect add ignore" code to also compare targets, not just name/init/duration.
Regards,
JPG