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  1. #251
    Quote Originally Posted by MaxAstro View Post
    The effect tag [2LVL] (and [3LVL] etc) does not seem to be working. [LVL] and [HLVL] work fine, as does for example "2 [LVL]" for doing level +2. Only the level times X tag seems to be broken.

    My test effect is: "RESIST: [2LVL] all". When dragged from an activity to a PC, it continues to just read "RESIST: [2LVL] all" and provides no resistance. If I change it to "RESIST: [LVL] all" then when dragged to a PC it correctly becomes "RESIST: 3 all" for i.e. a 3rd level PC.

    This is on the test channel with no extensions enabled.

    On an only semi-related note, it would be nice if tags like [LVL] were parsed no matter where in an effect text they appeared, instead of only after an effect keyword. I'm trying to (in addition to the resistance effect) create an effect for tracking the remaining hit points of a spell effect that has [2LVL] hit points when created.
    I've successfully used syntax like [LVL] [LVL]. It's a bit more text but otherwise works well enough
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  2. #252
    Quote Originally Posted by Montis View Post
    I've successfully used syntax like [LVL] [LVL]. It's a bit more text but otherwise works well enough
    Good to know there is a workaround but I imagine Trenloe will still want to fix the underlying bug.

  3. #253
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    Quote Originally Posted by MaxAstro View Post
    Good to know there is a workaround but I imagine Trenloe will still want to fix the underlying bug.
    I would imagine he does...
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  4. #254
    Quote Originally Posted by MaxAstro View Post
    The effect tag [2LVL] (and [3LVL] etc) does not seem to be working. [LVL] and [HLVL] work fine, as does for example "2 [LVL]" for doing level +2. Only the level times X tag seems to be broken.

    My test effect is: "RESIST: [2LVL] all". When dragged from an activity to a PC, it continues to just read "RESIST: [2LVL] all" and provides no resistance. If I change it to "RESIST: [LVL] all" then when dragged to a PC it correctly becomes "RESIST: 3 all" for i.e. a 3rd level PC.

    This is on the test channel with no extensions enabled.

    On an only semi-related note, it would be nice if tags like [LVL] were parsed no matter where in an effect text they appeared, instead of only after an effect keyword. I'm trying to (in addition to the resistance effect) create an effect for tracking the remaining hit points of a spell effect that has [2LVL] hit points when created.
    I asked about the same issue on the Discord and someone showed me something that worked, despite being completely undocumented. I was making a resistance and used RESIST: [2LVL] cold. What worked was RESIST: [2LVL], cold. You have to add the comma after the [2LVL].

  5. #255
    Small consistency thing with damage parsing:

    In a creature or weapon entry, "persistent bleed" will be interpreted correctly as persistent bleed damage. However, in a damage action for a spell or activity, "persistent bleed" will fail to parse and the damage must be entered as "bleed,persistent" to work correctly.

  6. #256
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    Quote Originally Posted by MaxAstro View Post
    Small consistency thing with damage parsing:

    In a creature or weapon entry, "persistent bleed" will be interpreted correctly as persistent bleed damage. However, in a damage action for a spell or activity, "persistent bleed" will fail to parse and the damage must be entered as "bleed,persistent" to work correctly.
    Thanks for pointing that out. I'll look into it...
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  7. #257
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    Quote Originally Posted by MaxAstro View Post
    Good to know there is a workaround but I imagine Trenloe will still want to fix the underlying bug.
    It probably won't get fixed in a future release. The best "fix" would break data with a space - e.g. "cold iron" damage types. So the syntax going forward will require a comma. I'll re-visit it again in the future, but this is complex code and I don't want to make drastic changes that could break other already existing effects. I'll get the Wiki page updated regarding the need for a comma.
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  8. #258
    Quote Originally Posted by Trenloe View Post
    It probably won't get fixed in a future release. The best "fix" would break data with a space - e.g. "cold iron" damage types. So the syntax going forward will require a comma. I'll re-visit it again in the future, but this is complex code and I don't want to make drastic changes that could break other already existing effects. I'll get the Wiki page updated regarding the need for a comma.
    Weird that for example [LVL] works without the comma but [2LVL] doesn't. FG's underlying code must be... a heck of a sight to behold. :P

  9. #259
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    Quote Originally Posted by MaxAstro View Post
    Weird that for example [LVL] works without the comma but [2LVL] doesn't.
    Good point, I was more concentrating on the space being the issue. I'll delve into the code again...
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  10. #260
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    Issue with extra effect data after [xLVL] entries has been fixed: https://www.fantasygrounds.com/forum...uary-23rd-2024

    It was deep within a complex regular expression - but the fix is pretty risk free for existing effects, so I got it updated today.
    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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