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May 29th, 2021, 04:47 #51Crusader
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- Dec 2019
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- 15
I'm having an issue with ApplyAllEffects.
The creatures ability reads:
image_2021-05-28_204442.png
The save rolls fine and each individual effect applies when used individually, but when I double click [Laugh] to activate ApplyAllEffects, I get this error.
[ERROR] Script execution error: [string "scripts/manager_effect_pfrpg2.lua"|:1991: table index is nil
Any help here?
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May 29th, 2021, 08:13 #52
You need to have rolled a save before using ApplyAllEffects, as this uses the results of a previous save to determine which effects to apply. Using ApplyAllEffects removes previous results, so only double-click it once after triggering a save.
I'll modify the code to prevent the error in a future release.Last edited by Trenloe; May 29th, 2021 at 08:22.
FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 29th, 2021, 15:45 #53Crusader
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May 29th, 2021, 18:24 #54Celestial Paragon
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- Aug 2019
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Great changes and fixes.
Is there a way to tell which spells come with finished ApplyAllEffects and which don't? "Color Spray" works, but "Ray of Enfeeblement" does not, yet I see no way to easily distinguish this except for checking each spell's description separately.
Wouldn't it make sense to only display the ApplyAllEffects Icon for those spells that come with the corresponding automation?
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May 29th, 2021, 21:50 #55Warrior-Priest
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- Mar 2020
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I have an effect that is applied to "self" after casting. When using Apply All Effects it applies the effect to the target instead. For example I created an effect that simply states "no breath weapon" with a duration of 1d4 rounds, target self. then selected apply to ALL saves. I was hoping that it would apply to the caster instead of the target.
edit: I just realized that if I had multiple targets how this would be a problem, nm, manually apply lol.Last edited by Bolorokenpay; May 29th, 2021 at 22:01.
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May 29th, 2021, 22:23 #56Warrior-Priest
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- Mar 2020
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If you have the same effect that gets applied to multiple save states (ie. success, failure, critical failure) do you have to create an effect for each save state? any way to apply a single effect to multiple save states?
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May 30th, 2021, 05:29 #57
I don't know about that. But what I had to do with color spray was make an effect for Dazzled that lasted 1 round on success, then another that last one minute on failure, and so forth.
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May 30th, 2021, 19:17 #58FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 31st, 2021, 00:17 #59Celestial Paragon
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It would be great if we could get skill roll based actions now to combine them with save results (for things like Lingering Composition). The "Party Sheet" already offers something like this, but it does not seem to feed into ApplyAllEffects (and if only GM controlled).
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May 31st, 2021, 15:50 #60Warrior-Priest
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- Jan 2021
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Hi!
I have Fantasy Grounds 2 classic and I like creating my own modules. I'm currently updating all my PF2 modules with the new automation system and I find the documentation you provided lacking in some commands.
For example I don't understand what's the purpose of [OPTIONS] I tried both examples given and they do nothing. In the video explaining some automations I saw FILTER: Class=Druid and this is not explained anywhere.
I don't own any official module for the core rulebook and I would like to know if there is some way to check if the character has a class lookup data to give it another one for example and also if someone could explain how [OPTIONS] work.
Thanks
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