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  1. #311
    MrDDT's Avatar
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    Quote Originally Posted by elfmage View Post
    Hi. I'm trying to setup an effect using 'STURNRS' and it seems to be removing the effect as soon as the next player turn starts, not the beginning of the sources next turn, which I thought is what it was suppose to do. (The effect properly displays which character applies the effect in combat tracker)

    What I would like to do is give another player in the combat tracker advantage on a check until the beginning of the sources next turn. So I made this effect but it doesn't fully work:
    "Help Ability; ADVCHK; STURNRS"

    The ADVCHK removes as expected if I the player uses an ability check during the sources players turn however once they end the turn it removes right away.

    I created a simple test: "Test; STURNRS" just to see when 'Test' would remove in case there was a conflict with something and it also removes at the beginning of the next persons initiative and not at the beginning of the sources next initiative.

    Am I missing something or is this a bug/feature? I'm using the 5e ruleset and only have Aura Effects, this extension and some language ones applied. I'm not certain if this is meant for only Core RPG ruleset but that ruleset seems to behave in the same way.
    Having this issue also. Only being caused since this last update of BCE.

  2. #312
    Version Update: 2.24

    Fixed - STURNRS, STURNRE we removing on the targets turn not the source
    Saves - Changed saves/mod handler to fall more in line with FG and work better with other extensions
    Fixed - Some tags had issues with some conditionals
    Fixed - Changed some flags for some tags to work as intended as a targeted effects

    Quote Originally Posted by elfmage View Post
    Hi. I'm trying to setup an effect using 'STURNRS' and it seems to be removing the effect as soon as the next player turn starts, not the beginning of the sources next turn, which I thought is what it was suppose to do. (The effect properly displays which character applies the effect in combat tracker)

    What I would like to do is give another player in the combat tracker advantage on a check until the beginning of the sources next turn. So I made this effect but it doesn't fully work:
    "Help Ability; ADVCHK; STURNRS"

    The ADVCHK removes as expected if I the player uses an ability check during the sources players turn however once they end the turn it removes right away.

    I created a simple test: "Test; STURNRS" just to see when 'Test' would remove in case there was a conflict with something and it also removes at the beginning of the next persons initiative and not at the beginning of the sources next initiative.

    Am I missing something or is this a bug/feature? I'm using the 5e ruleset and only have Aura Effects, this extension and some language ones applied. I'm not certain if this is meant for only Core RPG ruleset but that ruleset seems to behave in the same way.
    You are right. That is a bug and I just pushed a fix for this

    @Svandal This one might fix your issue. PM me if not.

  3. #313
    MrDDT's Avatar
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    Thanks for the fast fix and updates.

  4. #314
    Quote Originally Posted by rhagelstrom View Post
    Version Update: 2.24

    Fixed - STURNRS, STURNRE we removing on the targets turn not the source
    Saves - Changed saves/mod handler to fall more in line with FG and work better with other extensions
    Fixed - Some tags had issues with some conditionals
    Fixed - Changed some flags for some tags to work as intended as a targeted effects



    You are right. That is a bug and I just pushed a fix for this

    @Svandal This one might fix your issue. PM me if not.
    TAGS BUG REPORT BETTER COMBAT EFFECT.png

    This does sadly not fix the issue. Here is a screenshot with the latest version of your extension.

    Here is a screenshot. I have only loaded this extension and this extension (Extended automation and overlays ):
    https://forge.fantasygrounds.com/shop/items/1/view

    As you can see in the screenshot the spell hold person has the tags: "spell, enchantment, compulsion, mindaffecting and two"
    The "enemy tester" has bonus save vs "spell", "enchantment", and "compulsion" which works when I first throw a save vs it, but with the "SAVEE" automatic roll it does not register the tags.

  5. #315
    There is a problem with the new version of this extension with the "SAVEDMG" effect.
    A couple of days ago this effect worked as intended, but in this version it does not work anymore.
    It is this effect:
    Acidic Spray; SAVES: reflex 23 (R); SAVEDMG: 7d6, acid

    Problem 1:
    It does roll the save, but it does not remove the effect on a successfull save

    Problem 2:
    If the save is a failure it does not get any damage (and no damage dice gets rolled either)

    Edit:
    Pathfinder 1 ruleset
    No other extensions loaded

  6. #316
    Kelrugem's Avatar
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    Quote Originally Posted by Svandal View Post
    TAGS BUG REPORT BETTER COMBAT EFFECT.png

    This does sadly not fix the issue. Here is a screenshot with the latest version of your extension.

    Here is a screenshot. I have only loaded this extension and this extension (Extended automation and overlays ):
    https://forge.fantasygrounds.com/shop/items/1/view

    As you can see in the screenshot the spell hold person has the tags: "spell, enchantment, compulsion, mindaffecting and two"
    The "enemy tester" has bonus save vs "spell", "enchantment", and "compulsion" which works when I first throw a save vs it, but with the "SAVEE" automatic roll it does not register the tags.
    I doubt that this can be easily adjusted since the tags information of the original spell is not contained in the effect and hence does not activate the IFTAG operator (equivalently, this operator will just return false). The information about the tags is in the spell itself because every spell/action has different tags and traits, but the information about the specific casted spell itself is lost in later rounds once BCE's effects are activated It would be a bit tedious (but not difficult, I think) to save the tags in the effect itself in order to activate trait/tag specific effects

    I personally plan to add ongoing saves etc. also for 3.5E/PF1 in my extension which can then make use of my other effects' abilities like IFTAG, but I am a bit occupied with my job right now, so, may take a while until I can look at that
    Last edited by Kelrugem; December 31st, 2021 at 12:34.

  7. #317
    Quote Originally Posted by rhagelstrom View Post
    Version Update: 2.24
    Fixed - STURNRS, STURNRE we removing on the targets turn not the source
    Hi rhagelstrom,

    Thanks for looking into this. The new build seems to work more favorably - thanks.

    Just as a heads up based on my testing you seem to add a round on application of the effect for TURNRS to work around the CT removing a round from the effect at the start of a round. TURNRE, STURNRS & STURNRE do not apply this extra round in the same way to work around this. I tested this for [TARGET] & [SELF] on the 4 effects. Just wanted to point this out in case your intention was to apply this for all custom your effects.

    Either way, I can easily work around this issue by making the duration 2 vs 1 rd.
    --
    Save points are for quitters.

  8. #318
    Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

    "[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"

    Additionally, it has a conflict with Rob Twohy's Status Indicators extension when only those two are loaded, which causes the "SAVEE" effect (and possibly others, but this is the one I found) to not return a result after it rolls, but gives the error

    " Handler error: [string "scripts/manager_action_save_asa.lua"]:143:attempt to index local 'rSource' (a nil value)'

    I'm not sure if you can fix either of these on your end, but I suspect it's the result of some change within FGU itself breaking something.

  9. #319
    [QUOTE=BlazingAzureCrow;633351]Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

    "[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"/QUOTE]

    I can confirm this error. Not sure when it broke.

  10. #320
    Quote Originally Posted by BlazingAzureCrow View Post
    Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

    "[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"

    Additionally, it has a conflict with Rob Twohy's Status Indicators extension when only those two are loaded, which causes the "SAVEE" effect (and possibly others, but this is the one I found) to not return a result after it rolls, but gives the error

    " Handler error: [string "scripts/manager_action_save_asa.lua"]:143:attempt to index local 'rSource' (a nil value)'

    I'm not sure if you can fix either of these on your end, but I suspect it's the result of some change within FGU itself breaking something.
    I found and resolved the issue with Indicators. the next update should have it fixed. no changes to BCE required for that one.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

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