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  1. #61
    Moon Wizard. As well as your sweep of discord, is it worth looking at anything on the forge with over 1000 subscribers that hasn't been tested yet?
    Graphil

    There are two secrets to life: 1) Don't tell everything you know...

  2. #62
    NEWS: <extension name="FG-Aura-Effect"/> Abandoned by the original coder BUT Moon Wizard integrated it into the new update in TEST / Bugs FIXED.
    Quote Originally Posted by BaneTBC View Post
    Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.
    OP Updated.

    Last Batch: Below extensions will take some time for me to check but I'll start whenever I can.
    Code:
    <extension name="Ask me"/>
    <extension name="AurasVisualized"/> Moon Wizard said that it is still broken.
    <extension name="5eCoinConverter"/> 
    <extension name="ConditionImmunity"/>
    <extension name="DeathIndicatorEx"/>
    <extension name="FailForward"/>
    <extension name="DrinkAndSink"/>
    <extension name="FlavorfulNames"/>
    <extension name="InitiativeNanny"/>
    <extension name="JackOfAllThings"/>
    <extension name="Masters-Amulet"/>
    <extension name="Player_NPC_End_Turn"/>
    <extension name="PointsOfInterest"/>
    <extension name="RETP"/> NOTE TO SELF: Isolate this one.
    <extension name="SevenSeas"/>
    <extension name="PF1 - Spellclass Sort + notes + NPC"/>
    <extension name="StealthTracker"/> Fingers crossed.
    <extension name="ToolkitActions"/>
    <extension name="VulNRes"/>
    <extension name="Critically Awesome Essentials"/>
    <extension name="5e Jack of All Trades v1.4.2"/>
    <extension name="LinkFill"/>
    <extension name="5E Next Level XP Automation"/>
    <extension name="5EScribe"/>
    <extension name="5EActionTracker"/>
    <extension name="Basic Card Tables"/>
    Last edited by Tempered7; April 25th, 2026 at 07:12.
    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!

  3. #63
    Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.

  4. #64
    Quote Originally Posted by BaneTBC View Post
    Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.
    Thanks for the clarification Bane, I stasrted make mistakes as I got tired.
    OP Updated.
    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!

  5. #65
    Posting here an error with Life Ledger. It throws an error on boot up and throws an error when starting combat:

    Life Ledger BCEG Bootup Error.png Bootup (BCEG has error as well)

    Life Ledger Combat Error.png Combat Tracker (start of combat)

  6. #66

  7. #67
    Advanced Effects threw this error when adding to CT:

    Adv Effects Add to CT.jpg

    NOTE: BCEG wasn't loaded
    Last edited by Gilafron; April 25th, 2026 at 21:23.

  8. #68
    I haven't shared my "still being written and tested" extensions yet. But, while doing a test, I got an error message.
    I unloaded my in-development extension and retested. Sorry if I missed this in the thread (I have been up a long time).

    1. Add a character to the CT, then add an NPC or second character with later initiative
    2. Add the following effect to the character: Poisoned; SAVEOE: 14 CON (with a duration of 2 or more)
    3. Set the CT to an actor and advance the turn
    4. When the impacted PC's turn ends and is passed to the next actor it successfully attempts the saving throw.
    5. When the save is a failure we see no errors, it just keeps truckin'
    6. When the save succeeds, however, we get an error message (see below) and the effect is not removed.

    [ERROR] Handler error: [string "CoreRPG:scripts/manager_action_save.lua"]:31: attempt to index global 'rAction' (a nil value)
    Last edited by estrolof; April 26th, 2026 at 10:51. Reason: typo and spelling

  9. #69
    I reviewed the comments from March 20. I believe it was stated that Effective Initiative would be obsolete. I do not believe this statement is true. I posted in the Feedback thread for 2026-04 that out-of-box functionality does not imitate Effective Initiative functionality.

  10. #70
    Quote Originally Posted by Gilafron View Post
    I reviewed the comments from March 20. I believe it was stated that Effective Initiative would be obsolete. I do not believe this statement is true. I posted in the Feedback thread for 2026-04 that out-of-box functionality does not imitate Effective Initiative functionality.
    Hmm, I counted Levitate [100 duration] and compared to Shield [1 duration] and they adjusted to the Init but I didnt take -End of Player's turn- into account.
    AFAIK, without the extension, the settings of the extension was still there.
    But I probably made a mistake, sorry about that. Im changing my OP.

    Code:
    <extension name="EffectiveInitiative"/> ORIGINAL. No longer required. Both with or without the extension, Effect Timers expire in time [however long] when the initiative order is changed at every turn. Can check my math at post#24 in chatlog.
    Gilafron's post

    Quote Originally Posted by Gilafron View Post
    Init Source effect element does not seem to handle Roll Init each round option as expected.

    Scenario:
    1. Gerrella cast Shield at Initiative Count 9
    2. FG attributes Shield effect AC: 5 with Initiative Count 9
    3. Combat advanced to next round
    4. Gerrella rolled Initiative Count of Count 18
    5. The Shield Effect maintained Initiative Count 9

    While there may be some debate if the Shield Effect should move from 9 to 18, I know many players expect the effect to end on the characters turn. Our group attributes this behavior to the chaos of combat that some effects last longer than others.

    By rule, the Shield effect expires at the beginning of the players turn, so I think it should expire on Initiative Count 18.

    NOTE: The extension Effective Initiative still works and handles this as I would expect. I'm suggesting this behavior should be out-of-the-box behavior or an option to handle it one way or the other.

    Attached screen shot. Attachment 67214
    Also, +1 for the suggestion.
    Last edited by Tempered7; April 26th, 2026 at 15:06.
    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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