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  1. #41
    @Moon Wizard,

    Thank you very much! I just ran the latest update and I can confirm that both the PC Saves and the Multi-target "Cast" issues are now fully resolved and working as expected.

    Thanks again!

  2. #42

    [5E/CoreRPG] Bug Report: Effect Expiration Issues (Targeted Effects & Advantage)

    Hi @Moon Wizard,

    Since I'm currently developing an extension, I've been doing some testing and happened to stumble upon two more bugs regarding effect expiration logic. I’m not 100% sure if these are related to the recent updates or long-standing behaviors, but I wanted to share my findings in case they are helpful.

    1. Multi-Target "One Action" Expiration Failure
    When a PC has multiple targeted effects (using the [TARGET] tag) set to "expire on next action," the consumption logic seems to only trigger correctly for the first effect in the list.

    Steps to Reproduce:
    1. Apply two separate effects to a PC: DMG: 1d6 [TARGET: Ogre] and DMG: 1d6 [TARGET: Cultist].
    2. Set both to expire on "One Action."
    3. Attack the Cultist (the second effect target): The extra damage is applied, but the effect remains on the PC.
    4. Attack the Ogre (the first effect target): The extra damage is applied and the effect is consumed as intended.

    Observed Behavior: It seems like the engine successfully finds the effect to apply the damage bonus, but perhaps encounters a hurdle when indexing which effect to remove if it isn't the first one in the CT list.

    2. "Expire on Roll" Console Error with Advantage/Disadvantage
    Effects set to expire "on roll" trigger a host-side script error when the roll involves multiple dice (Advantage or Disadvantage).

    The Error:
    Code:
    [ERROR] Unable to find effect to remove. (combattracker.list.id-0000x.effects.id-000xx)
    Steps to Reproduce:
    1. Apply an effect to a PC with ADVATK or DISATK, set to expire "On Next Roll" (e.g., Vex; ADVATK [TARGET: Ogre]).
    2. The Player triggers an attack roll.
    3. The Host chat immediately throws the error above.


    Observed Behavior:
    My guess is that the engine might be attempting to trigger the effect removal for each die involved in the roll. If the first die successfully removes the effect, the second die's attempt results in the "Unable to find effect" error because the ID has already been cleared.

    Environment:
    • CoreRPG / 5E Ruleset (2024 or Legacy)
    • No extensions enabled.


    I've attached two short videos showing these interactions to help visualize what I'm seeing. Hopefully, this helps narrow things down!

    Thanks again for all the hard work on the ruleset!
    Attached Files Attached Files

  3. #43
    @Henix,

    I really appreciate the time you've spent helping me sound out the systems to find issues in the Test channel.

    I've pushed a new update that should address those issues (effects with alternate "apply" logic did not expire when more than one effect active; effects with apply logic that expired were incorrectly added more than once to expiration queue).

    Please run a new Check for Updates.

    Regards,
    JPG

  4. #44
    As I mentioned previously, the release was delayed a week to give me more time to look at or help with extensions. If you have an extension and need help, please reach out to me directly.

    In that vein, I am also looking at popular extensions reported on Discord.

    I just pushed a Test build update for Aura effects (a popular third party extension no longer supported by the original developer); if I can get some people to help test it.

    Regards,
    JPG

  5. #45
    Quote Originally Posted by Moon Wizard View Post
    I just pushed a Test build update for Aura effects (a popular third party extension no longer supported by the original developer); if I can get some people to help test it.
    JPG
    I have time to test it.
    I always loaded Aura effects but never played a paladin to test it.
    So it might take a while.

    If you direct me to things to test, what to do, etc., I can be more helpful.

    EDIT/PREP:

    https://forge.fantasygrounds.com/shop/items/32/view

    This extension enables auras and area-of-effect buffs/debuffs by adding/removing effects on other actors based on proximity.

    Aura of Conquest; DMGO: [HLVL] psychic; Movement is zero AURA: 10 enemy,cylinder; DMGO: [HLVL] psychic; Movement is zero

    * Size, Alignment, Point [Example; AURA: 10 all,point; Example AoE; ATK: -5], Dying !dying,

    * 5E type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead, living construct, aarakocra, bullywug, demon, devil, dragonborn, dwarf, elf, gith, gnoll, gnome, goblinoid, grimlock, halfling, human, kenku, kuo-toa, kobold, lizardfolk, merfolk, orc, quaggoth, sahuagin, shapechanger, thri-kreen, titan, troglodyte, yuan-ti, yugoloth.

    Exceptions

    • If a resulting aura effect is set to “off” in the combat tracker, the effect will not be removed based on token movement. This is useful for managing automatic effects like those for saved or immune creatures.
    • The factional relationship of ally or enemy is evaluated from the source of the aura effect.
    Last edited by Tempered7; April 21st, 2026 at 22:08.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  6. #46
    First Aura Effect Error in TEST: Happens when I move the token with the aura
    [Did I code the aura wrong?
    AURA: 10 ally,white; Aura of Protection; SAVE: [CHA] ...]
    Note: I also enabled Auras Visualized, otherwise Clean Test Campaign.

    Setup for reference:
    aura-setup1.png

    The Movement Error:
    aura-movement-error.png
    Last edited by Tempered7; April 22nd, 2026 at 00:25.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  7. #47
    Quote Originally Posted by Moon Wizard View Post
    @Henix,

    I really appreciate the time you've spent helping me sound out the systems to find issues in the Test channel.

    I've pushed a new update that should address those issues (effects with alternate "apply" logic did not expire when more than one effect active; effects with apply logic that expired were incorrectly added more than once to expiration queue).

    Please run a new Check for Updates.

    Regards,
    JPG
    With an Aura in play...a token movement gives:
    [4/21/2026 7:14:36 PM] [ERROR] Handler error: [string "FG-Aura-Effect:..pts/manager_token_aura.lua"]:181: getTokensWithinDistance: Invalid parameter 1

  8. #48
    Same with what I got [manager_token_aura_lua]:31: [tokensource (nil)]-- but the number is different.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  9. #49
    Are you also using Auras Visualized? That one has not been fixed, so may cause issues with the fixed Aura Effects.

    If not, can you walk me through how to set up in a new campaign; or provide a set up campaign zipped up that I can look at with steps to see the issue?

    Thanks,
    JPG

  10. #50
    This time I tried without Auras Visualized. Error line-31 still triggers if I do the same thing.
    Moving ANY token(s) triggers lines 31 and 181 errors, not just the PC with aura.

    Also Triggered 181: The cause is " AURA: 10 all,point; Example AoE; ATK: -5 " However you write it [with/without space or "Example AoE;"].

    Notice the codes in 2 pics.

    Space removed from the EFFECT:
    move-err1.jpg

    Movement causes error 181 with the above code when entered exactly as is.
    move-err2.jpg

    When I can I'll test - Mixing the Aura Effects Code with 5E Auto EFfects [Grim Press] from dmsguild

    Entire campaign attached. I also tried map options like LoS on and off. It's the effects not the map.
    Attached Files Attached Files
    Last edited by Tempered7; April 22nd, 2026 at 04:54.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

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