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License: Apache License 2.0
Hey, it seems to be missing all of a sudden and i haven't found anything about it.
Was it removed forever?
Could the double slice macro account for sorting and prefer Agile weapons for second strike?
e.g. +2 Striking Wounding Rapier / +2 Striking Fearsome Shortsword currently sort alphabetically so it always puts the shortsword in the first attack dropdown making the Rapier -2 for not being agile.
Also, after the macro finishes, it leaves the "Double Slice Second Attack" checkbox toggle on and so you have to uncheck it each time if you want to do a third attack or a different attack next round. Preferably this would be unchecked after the macro is finished.
The Hunted Shot Macro does not works with shuriken, which has the Reload 0.
I believe its because the macro check for ammunition in line 3, and the shuriken in pf2e system is throwing, stacking itself.
".filter( h => h.visible && h.item?.isRanged && h.item?.ammo)"
It would be really useful to be able to ignore specific actions from being automatically handled by this module. For example, depending on other modules in use, Guidance might get applied automatically twice to the same target in the same casting.
A way to "turn off" specific spells/actions for this module would make the compatibility much nicer with other modules.
Hi, since it seems there is some duplication of effects (with rage for example) with Pf2e Animation which also has a feature to add effect when action/spell is used and MrVauxs is considering dropping this feature, would that be possible to cover personnal range spells (spells with nothing in "range") for them to auto add their effects to the caster when they are casted ?
For example shield, false life, vital beacon. I don't know if that stays in the scope of the module, casting a spell is still an action I guess.
I'm using the sneak attacker feat from the rogue dedication
I added a console log without the feat and with the feat
localhost-1697231062283 no sneak.log
localhost-1697230873098.log
I don't know what I'm doing wrong but when someone casts bane it just applies the bane effect to all enemy. There is no save and the effect can't be removed vie right clicking it just pops back on.
Would it be possible to add automation support for the Root To Life feat/action? Currently the System doesn't have anything in place for it to prompt for the One or Two action version.
When using the Double Slice macro while wielding 2 Dogslicers, if both weapons hit an off-guard enemy, no damage is rolled and a notification "Macro Error: handling combined damage" is displayed.
This seems to be due to the Backstabber trait adding a simple flat modifier precision damage that is not detected by the regular expression in createDataDamageOnlyOnePrecision - the damage formula in my tests was {(4d6 + 10 + 2[precision])[slashing],1d6[fire],1d6[spirit]}
When you cast Bane you get the bane effect on the casting charakter. This effect applies the -1 to attack rolls to all Enemy charakters. Normaly those enemies get a Will Save to not be affected. I don't know if its possible to make this save automaticly with appling the effect/being the aura, but maybe that is something possible for the future.
For now maybe make an option the the module menu to turn individual effects off or even edit then on the local end
When utilizing the Flurry of Blows macro from a Rogue with the Monk archetype, Sneak Attack's precision damage is added to only one of the two Strikes, even in cases where both successfully hit or critically hit an off-guard target.
RAW, Sneak Attack should be applied to both Strikes. This issue seems to be as a result of the combinedDamage function.
When using the hunted shot macro and having the "first attack on hunted prey this round" active, the damage applies the 1d8 percision dmg on both attack, even tho it should only be the first that hits
A monk using a flurry of blows with the backswing trait (e.g. nunchaku) should have the backswing bonus apply on the second attack if the first one misses.
even though it's not super RAW, maybe it could be added as an option to assume everyone under aquatic combat effect is swimming, so prone crit spec won't be applied to such creatures? crit spec could be turned off, but it might only be 1/2-3+ PC's crit spec that isn't working correctly, and there could also be NPCs with such crit spec too
at least for prone crit spec, it currently still automatically applies prone on crit, but remaster changed these crit specs to req refflex save to see if they are prone or not, there may be other crit specs that need updating too, the prone one is just what we've got in 1 of my games!
At some point in the last week or two, Treat Wounds and Battle Medicine stopped applying the immunity effects to the target.
There are no console errors.
I thought that it might be a conflict with another add-on but I just created a brand new world and tested it. Demoralize, for example, applies that immunity but Treat Wounds/BM do not. I did not test with fully created characters. I just created actors, gave one the Medicine skill and the Treat Wounds action for testing.
The makro rolls all dice correct but concludes that everything missed, not matter what and thus doen't roll damage
Pistol Twirl is a (low-level) feat that enables the Pistolero as it allows him to Feint people at a distance. At the moment, the additional Feint support & effects only work on melee attacks. Any possibility this could be extended to range for Pistol Twirl ?👼
P.S.: love the module :)
While using the mod we noticed that our ranger first attack on marked prey never adds the extra 1d8 precision damage. The seccond and third attack for higher levels seem to be working fine.
Nice addon Reyzor =), I have a problem when I use treat wounds as a player it doesn't apply immunity to targets but as a GM it does.
createDataDamageOnlyOnePrecision looks at the magnitude of a critical hit without considering 2x damage when determining with attack to apply precision damage to
foundry-vtt-pf2e-action-support/src/main.js
Line 855 in 4e72050
Since the player is permitted to add the precision damage to the attack of their choice, precision damage should be applied to the critical hit in the event that one attack crits and the other is a normal hit. Here is an example of precision damage incorrectly applied to the regular hit.
Can't use actions tha require a feat with NPCs. like hunted shot.
Adding the person making the check to the immunity effect's name would be useful, since it only applies to the character who used battle medicine, rather than everyone who uses it (and in my experience it is a feat that is often taken by 2+ characters)
First, thanks for this fantastic module. It has really improved the quality of our in person games dramatically.
I'm running into an issue with Soothe. During a normal casting process, the spell effect (bonus against mental effects) is consistently applied twice: first, it gets applied when the spell is cast, and second, it gets applied when the "Heal" button is clicked. I can reproduce this consistently on a clean install with no other modules. See video below for details.
Add the Drained condition to sync between Summoner and Eidolon. RAW if the Eidolon received the Drained condition, since it effects max HP, it will also pass to the Summoner and vise versa.
Doubleslice was working a few days ago. Now gives me the following console error command. This is true even in a new pf2e world with just this module installed.
pf2e-action-support.js:52 Uncaught (in promise) ReferenceError: undefined. hasFeatBySourceId is not defined
[Detected 1 package: pf2e-action-support]
at doubleSliceWeapons (pf2e-action-support.js:52:1423)
at Object.doubleSlice (pf2e-action-support.js:52:2151)
at MacroPF2e.eval (eval at #executeScript (foundry.js:22924:16), :3:21)
at #executeScript (foundry.js:22928:17)
at MacroPF2e.execute (foundry.js:22876:35)
at HotbarPF2e._onClickMacro (foundry.js:78695:20)
at HTMLLIElement.dispatch (jquery.min.js:2:43184)
at y.handle (jquery.min.js:2:41168)
Players can no longer apply effects to unowned tokens. This was working before but has not worked for some time.
The instructions say to turn on Use Socket option to apply effects to other players tokens but this setting is missing (I believe it has been gone for some time now and may no longer be necessary).
Error in console when applying Treat Wounds immunity to another player's token:
Uncaught (in promise) ReferenceError: eff is not defined
at setEffectToActor (pf2e-action-support.js:1:16229)
at treatWounds (pf2e-action-support.js:1:13433)
at handleTreatWounds (pf2e-action-support.js:1:60639)
at skillCheck (pf2e-action-support.js:1:61623)
at handleGeneralMessage (pf2e-action-support.js:1:83170)
at Object.fn (pf2e-action-support.js:1:19314)
at #call (foundry.js:730:20)
at Hooks.call (foundry.js:712:38)
at #preCreateDocumentArray (foundry.js:13542:44)
at async ClientDatabaseBackendPF2e._createDocuments (foundry.js:13428:22)
at async ChatMessagePF2e.createDocuments (commons.js:7958:23)
at async ChatMessagePF2e.create (commons.js:8081:23)
at async CheckPF2e.roll (pf2e.mjs:1357:88557)
at async StatisticCheck.roll (pf2e.mjs:1621:305454)
Error in console when applying Light spell to another player's token:
Uncaught (in promise) ReferenceError: eff is not defined
at setEffectToActor (pf2e-action-support.js:1:16229)
at setEffectToActorOrTarget (pf2e-action-support.js:1:17507)
at handleSpells (pf2e-action-support.js:1:80403)
at handleSelfAssignedEffects (pf2e-action-support.js:1:82753)
at handleGeneralMessage (pf2e-action-support.js:1:83230)
at Object.fn (pf2e-action-support.js:1:19314)
at #call (foundry.js:730:20)
at Hooks.call (foundry.js:712:38)
at #preCreateDocumentArray (foundry.js:13542:44)
at async ClientDatabaseBackendPF2e._createDocuments (foundry.js:13428:22)
at async ChatMessagePF2e.createDocuments (commons.js:7958:23)
at async ChatMessagePF2e.create (commons.js:8081:23)
at async SpellcastingEntryPF2e.cast (pf2e.mjs:1649:23564)
Currently it is impossible to use thrown weapons with the macro. Both thrown melee and thrown ranged weapons should be allowed to be used with the Double Slice macro.
By default the Preview D20 Rolls is on but if you turn it off, the macro still prompts you with the preview. This doesn't change when you shit click the "Attack" button
Would it be possible to have Treat Wounds and Battle Medicine observe the feat Godless Healing?
Text of the feat:
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
it'd be great if the knockdown & impr. knockdown feats could get automation, maybe via a macro?
We noticed the Tumble Behind action for the Swashbuckler does NOT automatically add the "Off Guard" condition to the targeted opponent. It does correctly add the "Panache" on success. I tested it both for the Rogue and the Swashbuckler with all other modules OFF. It adds "Off Guard" when the rogue tumbles behind, but not the swashbuckler. I also tested by dropping the "Tumble Behind - Rogue" feat to the swashbuckler (instead of the swashbuckler version). It works correctly with that feat. So something in the "Tumble Behind - Swashbuckler" is NOT adding the "Off Guard" condition automatically.
FVTT 12.330
PF2e 6.1.2
If you have two different weapons, e.g. a Kukri and a dagger, where both are agile and one deals more damage. There is no way to control which weapon attacks first.
In ranger.js line 117 the primary and secondary weapons will get switched if one is agile. This also happens if both are agile. So in the example the Kukri would become the secondary weapon attacking with MAP, which is not desired.
If you add
&& !secondary.item.system.traits.value.includes("agile"))
to that line at least the weapons won't be swapped if both are agile.
Add Scare to Death?
If you use the Symon treat wounds macro and assurance it doesn't apply cooldown. Without assurance it is fine. Not a biggie, just an FYI.
There are a few strange things with the way those immunities are applied to the target of those actions (when using the Workbench macro):
(tested on a fresh world with no modules except Workbench and PF2e Action Support)
E.g. something like this:
diff --git a/src/main.js b/src/main.js
index 432fecb..181dee9 100644
--- a/src/main.js
+++ b/src/main.js
@@ -234,6 +234,9 @@ Hooks.on('preCreateChatMessage',async (message, user, _options, userId)=>{
"system.frequency.value": _obj?.system?.frequency?.value - 1
});
}
if (_obj?.system?.frequency?.value === 0) {
sendNotificationChatMessage(message.actor, `Action sent to chat with 0 uses left.`);
}
}
As title - my player can't choose their equipped bow as a weapon for their flurry when in monastic archer stance.
as you can see from this img, if both the strikes hit, and they have persistent dmg, then the persistent dmg is combined - this is incorrect and currently requires removing the persistent and redoing it every time so that double persistent isn't done, it also does the same on a crit, in this example if 1 crits, it'd be 21d6 + 1d6 persistent, should just be 21d6
Any chance to add automation for this feature for Swashbuckler? Or at least disable auto Feint (and maybe adding a second effect to chat) if he has the feat? Ideally there would be a choice for a player "which Feint would you like to use?" or smth.
the double slice macro currently doesn't handle correctly the persistent dmg from at least greater flaming runes if both attacks hit, it currently gives the enemy 2d10+2d10 persistent
it also doesn't automatically apply greater crushing effect to the enemy (this i think wasn't happening more widely, and i'm sure it was last week!)
it also wasn't applying the crit spec effects to the enemies when used either, specifically the prone from hammers
Applies the effect to the caster if targeting themselves, the AC bonus is only if it is a targeted ally and according to the CRB "you are not your own ally".
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