This is a continuation/change of ownership of the extension previously released here.
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This is a continuation/change of ownership of the extension previously released here.
For FGU Users: https://forge.fantasygrounds.com/shop/items/407/view
For FGC Users: Attachment 53107
Thanks for taking this over Darrenan. Can confirm your fix has resolved the error that was throwing with version 4.1.12.
This works with 4E if you want to add the compatibility to the core extension.
The Forge link for FGU users, and the direct download for FGC users, are both in post #2 above.
I have an extension loaded called 5e player effect removal that looks similar (identical?) to this. Is this the same extension?
This one is for D&D 3.5 and Pathfinder 1 only.
After a user request and some investigation, this extension now officially works with Starfinder as well. A new build has been pushed to the Forge and attached to post #2 above which adds SFRPG as one of the rulesets this extension will work with.
I am thinking your extension and Better Combat Effects are incompatible (assuming due to both having a STACK command that work differently), https://forge.fantasygrounds.com/shop/items/76/view Any chance of getting them to play nice?
v2.1, a FG 4.2.0 compatibility release, has been uploaded to the Forge, and attached to post #2 above. No new features or functionality.
I updated again just now and this was still happening, they were working 36 hours ago.
None of my remove icons are showing up (the red box over the icon)
Attachment 52872
The latest update was very minor. It was really just removing some unnecessary differences between my version of spell_action_mini.lua and the one in 3.5E. No functionality was changed (and this was not an attempt to fix @Morenu's issue from post #9).
Specifically:
- changed two instances of .getNodeName() to .getPath() to match the code in the original script.
- Merged two lines of code into one, again, to match the code in the original script.
Attachment 52913
Got around to trying it with a fresh update to FGU and PF removal only extension loaded... same thing. everything works but no red remove box
Attachment 52923
(Ignore the 3rd action button, I did not screen shot it)
Yeah, confirmed, I'm seeing the same thing. Will investigate. Thanks for reporting.
Fixed. Version 2.2 has been published to the Forge, and attached to post #2 above.
It might be broken again, as per the latest client update. At the very least, it doesn't seem to work in the Starfinder Ruleset.
Attachment 53094
Hmm, this extension overrides a script, campaign/scripts/spell_action_mini.lua, which I probably took from 3.5E, not SF. I'll see if there's a different way to do the override that will work more generically, since this extension is supposed to work in both.
EDIT: Well, that script is identical in both 3.5E and SF, so I don't know why the extension wouldn't be working. I'll need to do more investigation...
Version 2.3 has been uploaded to the Forge and attached to post #2. This fixes the SFRPG issue.
FGU: v4.3.0 ULTIMATE (2022-10-18)
Errors on Load
Notified the following
https://www.fantasygrounds.com/forum...863#post665863
https://www.fantasygrounds.com/forum...-Bonuses/page5
[10/18/2022 7:45:14 PM] [WARNING] windowclass: Window class (ability_action) defined with merge attribute, but asset name does not match existing asset. [PF Remove Effect Tag] [extension.xml]
[10/18/2022 7:45:15 PM] [WARNING] template: Template (button_abilperms) defined with merge attribute, but asset name does not match existing asset. [FG-PFRPG-Drain-and-Permanent-Bonuses] [campaign/record_char_main.xml]
[10/18/2022 7:45:15 PM] [WARNING] template: Template (combobox_bonus_types) defined with merge attribute, but asset name does not match existing asset. [FG-PFRPG-Drain-and-Permanent-Bonuses] [campaign/record_char_main.xml]
[10/18/2022 7:45:15 PM] [ERROR] template: Unrecognized merge attribute (replace) for template (number_charwounds), skipped. [Full OverlayPackage with alternative icons] [campaign/template_char.xml]
Looks like that windowclass was removed from 3.5/PF1, but still remains in SFRPG. Hmm...
EDIT: With just this extension and my mirror image extension loaded, I don't see any errors and everything seems to be working. Adding in "FG-PFRPG-Drain-and-Permanent-Bonuses", still no errors and everything works. Adding in "StrainInjury with Full Overlay Package" seems to trigger errors, both the errors you pasted above as well as the "Unrecognized merge attribute (replace)" errors being reported elsewhere. Seems like Strain Injury is the culprit and Kelrugem will need to address those. If I am incorrect, either reply here or PM me directly with additional evidence.
I am a little confused though, that I'm not seeing the "windowclass: Window class (ability_action) defined with merge attribute, but asset name does not match existing asset. [PF Remove Effect Tag] [extension.xml]" error with just the PF Remove Effect Tag extension loading. This is because the ability_action windowclass does seem to have been well and truly removed from 3.5E as far as I can tell. I would expect to be getting that error at least, but I'm not.
Just FYI, I get the following warning on load. it does not seem to be affecting anything I can tell. Attachment 55603 We run a lot of Extensions, seem my signature if it matters.
I will take a look, thanks for reporting.
Version 3.01 of this extension is now available in the Forge. I am not updating the FGC version provided in post #2 because this version will not work with the FGC version of the 3.5E ruleset.
Changes:
- Version updated to 3.01 to reflect major changes.
- Starfinder is NO LONGER SUPPORTED!
- Migrate functionality to new scripts to mirror underlying base ruleset changes.
Please report any issues with this latest version here. Thanks.
NOTE: I am currently in the process of producing a remove effect tag extension for Starfinder. Stay tuned...
Love your extension! tho i do have a small issue with it. when removing a stack (or adding a fresh stack), if i have an effect checking on the stacked effect (in this case, was an IF: CUSTOM effect) it wipes that effect out too. is this something you can get to stop? would prefer to not have to remember to put up the effect after every long rest and when i put a new "stack" up
It seem the latest update to Unity 4.3.3 (2023-02-23) has broken the image for the remove icon in the actions tab. I see the following in console log. The extension still works, however you have to hover over the icon to find the correct one.
[2/27/2023 10:36:51 AM] [WARNING] windowclass: Window class (spell_action_mini) defined with merge attribute, but asset name does not match existing asset. [Remove Effect Tag] [extension.xml]
[2/27/2023 10:36:51 AM] [WARNING] windowclass: Window class (spell_action) defined with merge attribute, but asset name does not match existing asset. [Remove Effect Tag] [extension.xml]
Ok, I'll take a look tomorrow. Thanks for reporting.
v3.1 is now in the forge. This is a compatibilty release, no new features.
All, a little confused here. I am using this extension "Effect Removal Extension". I am using this for 5e not PF. The name of the extension on my PC is 5e Remove Effect Tag. I am getting errors on that extension. Is this thread for that extension? I believe I was pointed here from the forge. If so, it's still showing errors in 5e. I hope (pray) this all makes sense, this is a fairly important extension for my group. I also made a post on an older thread that may or may not be related.
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
[3/1/2023 1:04:42 PM] [ERROR] Script execution error: [string "5E Remove Effect Tag:..pts/power_action.lua"]:49: attempt to index global 'castbutton' (a nil value)
As you speculated, you're in the wrong thread.
https://www.fantasygrounds.com/forum...oval-Extension
Thanks I appreciate it. I have a post up in the thread provided.
Is there any chance this could be made to work with 5e? The other (similar) extension has fallen by the wayside and is no longer functioning. I also saw someone post in that thread that player effect removal was not part of CoreRPG, but I can't find any reference of it or get it to work.
What was probably being said about CoreRPG is that players who add effects themselves can also remove those effects themselves via the UI. This is different than the operation of this extension as it handles it via the "REMOVE" effect (and also offers STACK and MULTI).
I have no plans for supporting this extension in 5E as I don't play that system. I give my full blessing to anyone who wants to crack open this extension and port it to 5E though.
I need some help I think. I'm trying to make a stackable effect for the Legendary Kineticist. This is the script; [STACK: Burn; ABIL: -1 strength; ABIL: -1 dexterity; SKILL: -1 strength; SKILL: -1 dexterity] When I click it a second time though; it states that the effect [ALREADY EXISTS]. If I try [STACK: Burn] that will stack fine I get 1 Stack 2 stack etc. but even adding just ABIL: -1 strength behind it keeps it from working again. Any suggestions?
v3.2 has been pushed to the forge. This fixes the issue in post #38. The issue was the extension using string.match() to find the correct effect to modify, but string.match() uses pattern matching instead of regular string comparison. The effect the poster was trying to use contained hyphens which are special characters in pattern matching expressions thus it was never matching correctly. I have modified the code to not use string.match(), and instead just pare down the two strings and do a direct string comparison using the == operator. I made similar changes to the 'REMOVE: STACK:' flow as well. I also streamlined the code for handling MULTI:.
I did some basic testing, but let me know if you run into any additional issues.
Enjoy!