DICE PACKS BUNDLE
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  1. #1121
    I'd have to go through each record and see what's different.

    NPCs, spells, classes, subclasses, items, etc., etc., can all have different fields or views depending on what this box is set to. I think the proper fix for future proofing is just to let us keep the UI as Smiteworks ships it. Add an option in the settings for this plugin to disable this functionality (there may be other 5E-based games that use a similar method, such as if Nimble 5E made it to FG). As a user of this extension, I don't need this space-saving feature, and the text makes it far more obvious what flavor of record I'm looking at. The extensions button is small, and it isn't apparent at first glance what is going on. It's not great UI design, and I'd rather it not be there; the original UI choice made by Smiteworks here is superior IMHO.

    Some people obviously want it or it wouldn't be there, but it's not for people like me. Therefore, a setting to turn it on or off is the correct middle ground.

    Either way, I have my solution. This extension doesn't seem to be updated that often. If it breaks in a future FG update, I'll update my fork when the base extension is fixed, assuming that option to turn this off will never appear.

  2. #1122
    I'm getting an Error when opening the combat tab with this extension on:

    [WARNING] template: Could not find template (list_content_editor_advanced_effects) in class (advanced_effects_subwindow)
    [ERROR] Script execution error: [string "AdvancedEffects:..ced_effects_subwindow.lua"]:50: attempt to index field 'advanced_effects_list' (a nil value)

  3. #1123
    Just pushed new build that should address that issue on PFRPG ruleset. Please run a new Check for Updates.

    Regards,
    JPG

  4. #1124
    Just received these error messages while adding effects via the effects tab on a piece of armor:

    [5/14/2026 2:54:07 PM] [ERROR] Handler error: [string "AdvancedEffects:..cripts/manager_d20_ae.lua"]:258: getValue: Invalid parameter 1
    [5/14/2026 2:55:38 PM] s'manager_generic_actions_layer:addGenericActionLa yer; Missing Target or Roll argument.'
    [5/14/2026 2:57:09 PM] [ERROR] Handler error: [string "AdvancedEffects:..cripts/manager_d20_ae.lua"]:258: getValue: Invalid parameter 1
    [5/14/2026 2:58:30 PM] Campaign saved. (0.8s)
    [5/14/2026 3:00:51 PM] [ERROR] Handler error: [string "AdvancedEffects:..cripts/manager_d20_ae.lua"]:258: getValue: Invalid parameter 1
    [5/14/2026 3:03:01 PM] [ERROR] Handler error: [string "AdvancedEffects:..cripts/manager_d20_ae.lua"]:277: getValue: Invalid parameter 1

  5. #1125
    Are you getting that error without any other extensions?
    If so, can you provide a screen clip of the armor effects? Are they erroring as you type? While you're equipping?

    Basically, I need help seeing the error on my side. I'm trying to help keep this extension alive, but I am not the original developer (who is no longer supporting) and I am not familiar with all its details.

    Regards,
    JPG
    Last edited by Moon Wizard; May 15th, 2026 at 01:12.

  6. #1126
    It seems that another extension is causing the problem. I tested what I was doing with only using: Advance Effects, Aura Effects, Auras Visualized and BCEG with no issues. I will have to test the others extension to find out which one is interfering. At least we can determine the Advance Effects is not the issues here. But once I do find out, I will let you know.

  7. #1127
    Lo Zeno's Avatar
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    I'm seeing an issue with this extension loaded and no other extension:

    previously, when adding an effect to an item, checking the "Action Only" box would ensure that the effect would be applied only to the Attack or Damage of that specific item, for example:
    for a Vicious Maul, it would look like this:


    I noticed in tonight's session with my players that every item that had an effect marked as "Action Only" was not applied at all. Removing the checkmark on Action Only would make the effect work, but not restricted to the item anymore (in the case of the Vicious Maul effect, for example, it would add an extra 2d6 bludgeoning damages to any weapon that the character was using).
    Attached Images Attached Images
    Last edited by Lo Zeno; May 28th, 2026 at 00:01.

  8. #1128
    Quote Originally Posted by Lo Zeno View Post
    I'm seeing an issue with this extension loaded and no other extension:

    previously, when adding an effect to an item, checking the "Action Only" box would ensure that the effect would be applied only to the Attack or Damage of that specific item, for example:
    for a Vicious Maul, it would look like this:


    I noticed in tonight's session with my players that every item that had an effect marked as "Action Only" was not applied at all. Removing the checkmark on Action Only would make the effect work, but not restricted to the item anymore (in the case of the Vicious Maul effect, for example, it would add an extra 2d6 bludgeoning damages to any weapon that the character was using).
    Yes. Confirmed. I reported it a week ago on discord. It looks to be a conflict between BCE/G and AE

  9. #1129
    Lo Zeno's Avatar
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    Quote Originally Posted by nephranka View Post
    Yes. Confirmed. I reported it a week ago on discord. It looks to be a conflict between BCE/G and AE
    Crap... Half of the effects that I applied with Advanced Effects are written with BCEG, now I have to choose either one or the other?

  10. #1130
    It’s on my list to address; but I’m circling between several projects trying to get as many extensions as possible running again.

    Regards,
    JPG

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