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
I have a little report regarding negating IFT effects: One can for example write IFT: !CUSTOM(test); ATK: 2 to allow a +2 attack bonus as long as the target has not "test" as an effect.
Now, there is some matter of preference regarding logic: It works, however, if one has no target, then the effect is not applied either. In my extension I rewrote it in such a way that those effects are also applied if there is no target (so negated conditional returns true). It is a matter of preference for sure :) But some might argue that it is more logical to say that the negated conditional of "If there is a target with "test" as effect, then apply +2 ATK." is "If there is no target with "test" as effect, then apply +2 ATK.", and having no target at all "trivially" means that there is no target having an "test" effect so that the bonus should be applied
(but that is nitpicking on logic; most of the time it doesn't matter, but I still wanted to report it in case you actually have a preference :) )
(The version of a negated IFT allowing no targets was a bit nasty to code though, in particular I had to consider what happens if it is a drag&drop attack and stuff like that; but the new code may not have the problems I had back then :) )
EDIT: Even if one reads this as "If there is a target and it has no 'test' effect, then apply a +2 atk bonus", then one could argue that "no target" means one has actually a target, an "empty target" interpreted as "target" naturally satisfying to have no "test" effect, and so it should allow a +2 atk bonus :D (but that is now how we mathematicians approach logic, so really just nitpicking here :D)
What is the use case for that scenario? Did you actually come across a power that you had to code that way?
Thanks,
JPG
There is no real use case, I think, really just a preference because people will usually roll with a target. The only use case may be: Someone wants to roll their die and see how existing effects contribute. That someone may complain they would have expected that a roll without target is affected by such an effect. However, I am not sure whether one can pinpoint a common user expectation in this case :)
It may also matter if one is rolling without a target and then one wants to drag&drop the result from the chat onto the target; depending on what one defines as "standard" expectation, one may or may not want to apply such effects to such drag&drops. But such drag&drops already have in general the problem that IFT effects won't get accounted, so one could put that under the rug, too
I could see someone having a bonus against everything but holy, or orcs, or something. that this would be useful. But I don't know of any actual effects that would cause such.
Without a clear use case; I'm not sure that the issue is worth the complexity in the code it causes.
Currently, the ! operator (NOT) for tags applies to the result of the check.
If we see clear use cases pop up later, we can re-evaulate.
Regards,
JPG
As the implementation that we have done mirrors implementations in existing extensions, and Kelrugem's extension differed from the other extensions that provided negative operator support, I picked the option that made the most sense based on existing use cases and code complexity/maintenance.
As I stated above, if we see a clear use case in the future, we will re-evaluate at that time.
Regards,
JPG
I could build the Battle Maneuver Goading Attack maybe like IFT !NAME(My Character); DISATK or something like that.
Sometimes I let my players roll attacks just into chat, i.e. if they want to attack "something" in the environment and we want to decide how well that works. So I don't have a token/NPC for that thing. Still I would expect any effect affecting attacks to work. Might still be an edge case.
[ERROR]
In the current TEST Channel:
In a clean 5E campaign,
* Pressing any Ability Save dice button gives script execution error: Check abil-save-error.png
This happens with or without freshly created characters [or imported ones].Attachment 66860
Attack states don't reset after rolling damage tested in 5E and PFRPG2. Roll an critical hit then roll damage - the critical damage is rolled correctly, roll damage again and critical damage will be rolled. Expectation - the attack state should be reset after rolling damage.
Apologies for the response delays. Was focusing on getting 2E/PF2/SF2 migrated, as well as DH launch stuff.
@Farratto,
Do you have specific examples of 5E features where 5EAE is using !CUSTOM?
@Farratto/@charmov/@Speculi/@Kelrugem,
Does it make sense for IFT: !<ANYCONDITIONALTYPE> to automatically be TRUE if no target? Is that how you've seen the other implementations work?
@Trenloe/@Mike Serfass,
This was a bug; and it should be fixed in the latest Test build.
Regards,
JPG
I did some digging, and came up with a new way to implement the IFT: !<CONDITIONAL> scenario in the code that is much smaller now that I've had a chance to look at it a few times.
I went ahead and pushed this to Test channel.
Regards,
JPG
Targeting with an NPC doesn't seem to work with NPC's. I've tried to drop effects on multiple targets with the conditions list and custom effects like SKIPTURN from the menu but they don't seem to apply to the targets. Maybe something's changed since I last tried but when I have an NPC selected in the tracker and multiple targets dropping an effect from the menu doesn't seem to work. I'm not sure if I've seen this or not. What would be an example of it?
In a 5E campaign, I just tried dropping effects from the campaign Effects list, both presets and custom ones; as well as having a PC vs. NPC active and checking the source of the effect. It was all correct. I also tried dragging and dropping effects from both PCs and NPCs, and it was working.
If you are still having issues; please disable any extensions first to see if they might be causing the issue. Then, if still an issue, please let me know the steps to see what you are seeing.
Regards,
JPG
I think it is logically more consistent, yes, as I described in my other posts and as Speculi also just mentioned :) But gameplay-wise it is really not relevant, I guess :D
In my extension I returned true for such cases, but there was a similar extension for 5e and that one did the opposite; I never saw anyone complaining about the implementation of both versions. So, only if it is really easy to implement and to mantain, then returning true for logic-consistency may be nice, but that is just "aesthetic"/cosmetics :)
Though there may be one gameplay-argument relevant for FG: Targets without the conditional (so for which the effect would be applied) are usually bigger in numbers than the targets excluded by the conditional (so for which the effect would be ignored), so that it may make sense to apply the effect to rolls with no target for a better "approximation" of the pure chat roll, especially if one wants to drag the number of the chat to a target. Currently, IFT effects are not taken into account when one drags chat results onto targets, but at least the majority of cases would then be handled well
(I hope it makes sense what I mean in this paragraph :D)
Well, let's go through the first few from 5eAE:
Web AE; (C); SHARETURN; IFT: !CUSTOM(Object); AURA: 20 single,cube,80F8F8FF; Web; SPEED: difficult; IF: !CUSTOM(WebRestrained); SAVEA: (SDC) DEX (M); SAVES: (SDC) DEX (M); SAVEADD: WebRestrained; EXPIREADD: ReminderWeb; 'Escape DC Str (SDC); 'Lightly obscured
Sleet Storm AE; (C) AURA: 20 point, blue; AoE Sleet Storm; IF: !CUSTOM(Object); SPEED: difficult; OBSCURED: physical; SAVEA: [SDC] DEX (M); SAVEADD: prone; SAVES: [SDC] DEX (M); SAVEADD: prone
Magic Circle AE; IFT: !CUSTOM(Object); AURA: 10, point, white; AoE Magic Circle; IFT: TYPE(aberration, celestial, elemental, fey, fiend, undead); GRANTDISATK; IMMUNE: charmed,frightened; IMMUNE: possessed
Evard's Black Tentacles AE; (C); SHARETURN; AURA: 20 cube,yellow; AoE Evard's Black Tentacles; SPEED: difficult; SAVEDMG: 3d6 bludgeoning,magic,spell; IF: !CUSTOM(OnceEvardsBlackTentacles); IF: !CUSTOM(RestrainedEvardsBlackTentacles); SAVEA: [SDC] STR (M); SAVEE: [SDC] STR (M); SAVEADD: RestrainedEvardsBlackTentacles; SAVEADD: OnceEvardsBlackTentacles; SAVEADDP: OnceEvardsBlackTentacles
Blade Barrier AE; (C); SHARETURN; AURA: 5 all,cube,red; AoE Blade Barrier; SPEED: difficult; IF: !CUSTOM(Sculpt); SAVEDMG: 6d10 force; IF: !CUSTOM(OnceBladeBarrier); SAVEA: [SDC] DEX (H)(M); SAVEADD: OnceBladeBarrier; SAVEADDP: OnceBladeBarrier; SAVEE: [SDC] DEX (H)(M)
$ Spirit Guardians (Good or Neutral); (C); AURA: 15 !ally, 80FAFAD2; AoE Spirit Guardians; FACTION(!self); IF: !CUSTOM(IgnoreSpirit Guardians); SPEED: difficult; SAVEDMG: 3d8 radiant; IF: !CUSTOM(OnceSpiritGuardians); SAVEA: [SDC] WIS (M)(H); SAVEADD: OnceSpiritGuardians; SAVEADDP: OnceSpiritGuardians; SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
Hi, while developing my extension I have encountered some issues that seem to be related to the core 5E ruleset rather than my own code. To verify this, I have disabled all extensions and confirmed that these bugs persist in a clean environment.
Issue 1: Script Error on Player Character Saves (Main Tab)
Attempting to roll a saving throw from the Main tab of a Player Character sheet triggers a script execution error and prevents the roll from completing.
Error Log:
Steps to Reproduce:Code:[4/5/2026 6:31:28 PM] [ERROR] Script execution error: [string "5E:scripts/manager_action_save.lua"]:287: attempt to index field 'sSaveDesc' (a nil value).
- Open any Player Character sheet.
- Ensure you are on the Main tab.
- Click on any Saving Throw (e.g., Strength, Dexterity).
- The error appears in the console and no dice are rolled.
Issue 2: Multi-targeting "Cast" Button Failure
When a PC has multiple targets selected, clicking the "Cast" button for a spell in the Actions tab fails to trigger the saving throw for the targets.
Steps to Reproduce:
- Open a PC sheet and navigate to the Actions tab.
- Select two or more targets in the Combat Tracker (CTRL+Click on tokens or tracker).
- Click the "Cast" button for a spell that requires a Save DC.
- Result: Nothing happens; no saves are rolled by the targets.
- Note: If only one target is selected, the button works correctly. The failure only occurs with 2+ targets.
Trying out with the PFRPG2 ruleset. No extensions loaded.
The RANGE(n) conditional tag doesn't seem to work and throws an error:
Effect string tested:
https://www.fantasygrounds.com/forum...1&d=1775410835
Error:
https://www.fantasygrounds.com/forum...1&d=1775410840
Separately to this error, if an effect doesn't have a non-recognised keyword (so a description) as the first component, the mouse-over tooltip for the effect icon on the token on an image shows the name of the token rather than the effect string.
Thanks.
In the PFRPG2 ruleset, there are character effects (setup in the PC Sheet -> Combat tab) that can be shown/hidden in the CT by use of the Do Not Display Character Effects/Display Character Effects button - within the CT for the GM or within the PC Sheet -> Combat Tab for the players.
This works fine for the detailed effects view:
https://www.fantasygrounds.com/forum...chmentid=67022
But when the detailed view is hidden, the Effect summary is only shown if "Display Character Effects" is active, if "Do Not Display Character Effects" no effects are shown in the effect summary line:
https://www.fantasygrounds.com/forum...chmentid=67023
Do Not Display Character Effects/Display Character Effects button should control only showing/hiding character effects in effect summary line as well as the detailed effects view in the CT.
@Henix / @Surge,
I've pushed updates to address those issues in CoreRPG and 5E rulesets. Please run a new Check for Updates to get the latest.
@Henix,
Also, please make sure you do not have any unzipped rulesets that may be overriding changes, as one of the items was fixed previously.
Regards,
JPG
Thank you for the updates!
I have run the latest "Check for Updates" and can confirm that Issue 1 (PC Main Tab Saves) is now working perfectly.
Regarding your note on unzipped rulesets: I have double-checked my rulesets folder and I definitely do not have any unzipped versions of CoreRPG or 5E. I am running strictly from the updated .pak files.
However, Issue 2 (Multi-targeting "Cast" button failure) still persists on my end.
Current Behavior:
- Single Target: If I have one creature targeted and click the "Cast" button or drag and drop to one creature, the save is forced correctly.
- Multiple Targets: If I have two or more creatures targeted (via CTRL+Click) and hit "Cast," no dice are rolled, and no saving throws are triggered on the targets, but only the description appear in chat, like when you dont have targets selected.
The console does not throw a script error when this happens; it simply fails to execute the saves for the group. I am testing this in a brand new, clean campaign with no extensions enabled.
@Henix,
I may need more specific steps to walk through how to recreate this. I'm not seeing this issue in my testing. (See video)
Thanks,
JPG
@Moon Wizard,
Thank you for the video and for looking into this. I understand it's working on your end, but I am still able to reproduce this consistently in a brand new environment.
To be as specific as possible, here is exactly what I am doing:
Setup:
- Created a brand new 5E Campaign (No extensions, no themes).
- Added 3 NPCs from the 5E Monster Manual 2024 to the Combat Tracker.
- Placed the NPCs and a Test PC on a map.
- The PC targets the 3 NPCs using CTRL+Click (targeting arrows are visible and targets show in the PC's targeting section).
The Issue:
- I open the PC Actions tab.
- I click the "Cast" button for a spell that includes a Save DC or an Attack roll.
- Result (Saves): The chat shows the spell name, but no saving throws are rolled by the targeted NPCs.
- Result (Attacks): Only one attack roll is made in total, instead of one for each target.
- If I then deselect two NPCs and leave only one target, clicking the same "Cast" button works perfectly.
I have recorded a short video/GIF of my screen to show you exactly where the interaction fails.
@Henix,
Thank you very much for the video. I was able to track down the issue. Please run a new Check for Updates.
Regards,
JPG