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ColinBuckler
July 5th, 2020, 17:28
Different bugs appear in classic compared to unity....


(1) In Unity, when opening the NPC/Combat sheet I get an error:

[ERROR] window: Control() anchoring to undefined control (hp) in windowclass (npc_combat)


(2) In Unity, no attack % appear in the NPC sheet or on the combat tracker.


(3) In Classic, the attack roll always fails regardless of rololing on combat tracker or NPC character sheet.

Attack [15] -> [at Ghoul] 40% [FAILURE]


(4) In classic, problems opening NPC/Combat character sheet:

Ruleset Error: windowcontrol: Database type mismatch for control (hp) in windowclass (npc_combat)
Script Error: [string ""]:1: attempt to index field '?' (a nil value)
Ruleset Error: window: Control() anchoring to an undefined control (hp) in windowclass (npc_combat)
Ruleset Error: window: Control() anchoring to an undefined control (hp) in windowclass (npc_combat)
Script Error: [string "campaign/scripts/npc_combat.lua"]:40: attempt to index global 'hp' (a nil value)
Ruleset Error: window: Control() anchoring to an undefined control (hp) in windowclass (npc_combat)
Ruleset Warning: window: Anchored static height ignored for control (dbdesc_label) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static height ignored for control (dbdesc_label) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static height ignored for control (dbdesc_label) in windowclass (ct_entry)

superteddy57
July 5th, 2020, 21:58
Is this with a fresh campaign or with a previous campaign you had opened before? Please provide some steps in how to replicate these errors so I can replicate them.

ColinBuckler
July 5th, 2020, 23:30
It was a brand new campaign with both FGC and FGU.

I dropped a bear and a ghoul NPC into the combat tracker and then onto a FG Map.

damned
July 6th, 2020, 01:01
Please also post chatwindow showing CoreRPG and BRP versions for both Unity and Classic.

superteddy57
July 6th, 2020, 02:21
I was able to track down the issues related to the attack and able to fix them. The issue that might be outside the ruleset is with the attack% not showing in Unity. I will need more time to check into this and will be posting a fix when found.

ColinBuckler
July 6th, 2020, 18:13
The errors are reproduceable.

I have deleted the rulesets and the test campaigns. Redownloaded the rulesets. Created a new campaign and the problems re-occur.

I have attached a zip file with a word document detailing the process followed and screenshots as evidence. (plus log file from Unity).

Hope this helps.

Azaran
July 12th, 2020, 19:46
Having an issue with weapon attach rolls of the main tab. it works out fumbles and criticals but everything else is a failure regardless of skill.

Rolling works fine from the skills tab though.

superteddy57
July 12th, 2020, 20:35
Thank you for the report. I'm still working on an issue with FGU and the fix for the issue you have reported is part of the next update.

superteddy57
July 13th, 2020, 21:19
Fixed latest reports and pushed a new update for the attack issues and a bug with attack numbers not showing up for NPCs from the modules.

Azaran
July 14th, 2020, 20:43
Works Perfectly, thanks superteddy57 :)

ColinBuckler
July 14th, 2020, 22:24
Had a quick check and yes it does appear to work without errors.

Many thanks.

superteddy57
July 14th, 2020, 23:06
Well it took longer than expected due to me not paying attention to my setup. So I am sorry for the delay. Just keep me informed if you see any other game breaking bugs.

esmdev
July 31st, 2020, 03:46
So, we decided to do a quick combat test this evening. It didn't work out very well.

The chat window uses the token for one of the characters for all the character attack actions. It correctly uses the correct token for skill tests from the skill tab, and even attack tests from the skill tab, just not the main tab. Also it doesn't use a token at all if you do a grapple.

All of these are the same character making example rolls.

38206

Also, we dropped the server and did a quick test without the theme and it did the same thing...

38207

In addition to this, when an NPC successfully hits a PC it doesn't apply damage to the combat tracker, but it does so if a PC hits an NPC.

EDIT: I should add that this was in FG classic.

EDIT2: We tested it with FG Unity and it did the same thing.

superteddy57
July 31st, 2020, 04:32
Thank you for the report. I will be investigating what is causing it.

esmdev
July 31st, 2020, 04:52
Thank you for the report. I will be investigating what is causing it.

Hi. I looked through the campaign directory info, and the token being used for attacks (for everyone) is id-00001 (and the first character in the db.xml).

superteddy57
August 1st, 2020, 01:47
Not sure why that is doing that. Thanks for the heads up.

esmdev
August 7th, 2020, 16:02
Any luck tracking the wrong picture problem? I reinstalled my Win10 and FG this week, so decided to run a quick test on a brand new install of FG to make sure it wasn't something in my system. No joy.

Create new BRP campaign
Create 3 characters with 3 images (called Test1, Test2, and Test3), didn't do anything but add 3 different pictures.
Added all 3 characters to CT.
Log on from a remote PC (so I can see the pictures when I click) as Test3.
Rolled brawl from the main page.
The image for Test1 came up as the attacker despite using the Test3 character sheet.
The image for Test3 comes up when I click skills from the skill tab.

Hope this is helpful.

superteddy57
August 7th, 2020, 18:43
Sorry, still trying to scan through the code. It's a tad older and needs a double take as I go through it. That is very helpful and appreciate it. I do apologize for the delay, just having trouble tracking it down and getting it resolved.

AWD2
August 10th, 2020, 06:03
Not sure if this is something others have noticed. I'm creating new items for a game I'm running, currently inputting ranged weapons. When I change the Weapon Type to Missile, lock it, and close the item, it reads as Melee the next time I reopen it. Thanks.

superteddy57
August 11th, 2020, 18:33
Thanks for the report. I will add it to the list of things to get resolved.

AWD2
August 12th, 2020, 17:44
Appreciate it, thank you.

superteddy57
August 13th, 2020, 19:03
Pushed update to resolve the issues reported.

AWD2
August 14th, 2020, 15:31
Awesome, thanks.

esmdev
August 14th, 2020, 18:10
Fixed latest reports and pushed a new update for the attack issues and a bug with attack numbers not showing up for NPCs from the modules.

Hi, the fix kind of worked, but doesn't cover the word versions of the attack option (like if you click the word brawl, grapple or pistol, heavy on the left side of the combat area). I logged in chat what I was clicking to get what portrait result... hope this image is helpful.

38557

Also, it is still drawing a line through the middle of skills if you right click, create item, in the skill listing on a character sheet. Also provided an image, look at Ritual Magic.

38558

I did these tests with the unaltered theme.

superteddy57
August 15th, 2020, 10:45
Thank you for the report

peterb
August 15th, 2020, 14:35
Also, it is still drawing a line through the middle of skills if you right click, create item, in the skill listing on a character sheet. Also provided an image, look at Ritual Magic.

38558

I did these tests with the unaltered theme.

Changing to one of the alternative themes that ships with FG (Wood etc.) solves problems like this so it seems that there are compatibility issues when using the original BRP theme and CoreRPG at the same time. Maybe a change from the original theme to one of those mentioned would be a short time fix?

esmdev
August 15th, 2020, 15:16
Changing to one of the alternative themes that ships with FG (Wood etc.) solves problems like this so it seems that there are compatibility issues when using the original BRP theme and CoreRPG at the same time. Maybe a change from the original theme to one of those mentioned would be a short time fix?

I gave it a go, but unfortunately it didn't work.

38571

38572

38573

It's not a show stopper but it does make new skills hard to read.

esmdev
August 15th, 2020, 15:20
You know, re-examining the skill images, it also puts a box around the base value in the official theme, which is an error.

It doesn't do so in the general themes (brown, grey, wood), which is correct.

So I guess technically that is another small bug, but only with the standard theme.

superteddy57
August 19th, 2020, 12:34
Pushed update to fix double clicking on the attack names not linking to correct actor and also adjusted the underline on custom skills and numbers.

esmdev
August 19th, 2020, 15:02
Did a quick run through and looks good. Thanks. :)

superteddy57
August 19th, 2020, 15:04
Glad to hear. No problem, you are welcome! Have fun!

AWD2
September 1st, 2020, 16:24
Was messing around with BRP for an upcoming game and it seemed like the location rolls on the character sheet weren't listing the right result in the text box for missile weapons (seems to match the melee value). Thanks.

Azaran
September 1st, 2020, 17:12
Was messing around with BRP for an upcoming game and it seemed like the location rolls on the character sheet weren't listing the right result in the text box for missile weapons (seems to match the melee value). Thanks.

Shift click the location icon to get missile results :)

AWD2
September 1st, 2020, 18:45
Thanks. I figured out how to get the missile results but here's one example...

38983

And the character sheet table.

38984

A 17 missile attack reads in the chat as Left Arm and the Character Sheet table reads Right Arm.

Or...

38985

38986

Not sure if it's something on my end. Thanks.

esmdev
September 2nd, 2020, 16:28
I was just looking at the code and there doesn't appear to be anything to differentiate melee vs. missile in the to hit location data. There appear to be a lot of things in the BRP ruleset that mostly work but there are also a lot of things that didn't make the cut when the original developer wrote the code way, way, way back when.

superteddy57
September 3rd, 2020, 12:08
I was just looking at the code and there doesn't appear to be anything to differentiate melee vs. missile in the to hit location data. There appear to be a lot of things in the BRP ruleset that mostly work but there are also a lot of things that didn't make the cut when the original developer wrote the code way, way, way back when.

The old code had it there, but they blocked it off for some reason. I added in the connections again and it registers the correct ranges now when rolling from the missile table. Update is available.

esmdev
September 3rd, 2020, 14:27
The old code had it there, but they blocked it off for some reason. I added in the connections again and it registers the correct ranges now when rolling from the missile table. Update is available.

Nice! :)

AWD2
September 4th, 2020, 21:37
I still get the melee results for missile but maybe it's something on my end. Thanks for taking a look at this.

superteddy57
September 5th, 2020, 07:33
I started a new campaign and double checked double clicking on missile for the results. From my testing it appears to be rolling correctly on the missile ranges and not the melee.

39084

Stollesson
March 4th, 2021, 21:45
There seems to be a problem with the combat tracker in Unity.

On player characters it will not show defense and offense don't show the weapons.

For NPC it seems to work somewhat, on defense there is a row with numbers that don't make any sense.

When you drag and drop damage it don't incorporate armor in the calculation and the hp for body parts don't update.

44555

superteddy57
March 4th, 2021, 22:15
The code hasn't been changed from the original codebase that it was before the update. So it's functioning as it would. This is a very old ruleset and may not have some of the newer features many rulesets currently have.

On player characters it will not show defense and offense don't show the weapons.
- Most rulesets don't populate attacks for the PCs as they are performed from the sheet. From the code it appears only the name, pp, wounds, hp, and init result. So Attacks and Defenses are not linked to the CT.

For NPC it seems to work somewhat, on defense there is a row with numbers that don't make any sense.
- Those are for hit locations if you are using the optional rule. From left to right:
melee
missile
name
armor pen
calc (distribution of HP to location)
hp in that location

When you drag and drop damage it don't incorporate armor in the calculation and the hp for body parts don't update.
- I will have to double check, but I don't believe the damage was setup automatically for hit location usage. I believe it was setup to be factored manually.

Stollesson
March 5th, 2021, 08:28
This is how it used to look and function before the upgrade to Core V3.0 in FG classic.

44560

In this example I have drag and drop the damaged of 4 on the bandits left arm.
The arm takes only 2 point of damage because he has 2 point of armor.

The yellow dot after left leg marks how much damage it has taken.

superteddy57
March 5th, 2021, 13:32
This is how it used to look and function before the upgrade to Core V3.0 in FG classic.

44560

In this example I have drag and drop the damaged of 4 on the bandits left arm.
The arm takes only 2 point of damage because he has 2 point of armor.

The yellow dot after left leg marks how much damage it has taken.

You are correct with the look, but with the original code base, I can't get it to fire the armor location with my testing. Would you mind setting up a time to work together on this to get the functionality the way you are seeing it?

Stollesson
March 5th, 2021, 20:05
I don't know hove much I can contribute, but we can always try.

superteddy57
March 9th, 2021, 18:18
Pushed a fix this week that will allow calculation and tracking of hit location usage.

peterb
March 17th, 2021, 11:26
Hi I have a major problem with the NPC sheet.

a) It does not look like it should according to the manual.
b) When I open a collection of creatures (using the gamemaster module) and then drags a creature from NPC's to an encounter the resulting entry in the encounter cannot be edited. Nor does it randomly generates stats, in fact the NPC sheet doesn't look like it does in the manual.

I have not worked with NPC for quite some time. For the last few months I have worked with building modules for new spells and equipment and now I was planning to build a module with new creatures. I think I tested the NPC form when the new CoreRPG based version of the BRP ruleset was tested and AFAIK it worked then. I have a few forks of the BRP ruleset back from 2010 but the all fail to open so I cannot reproduce the old form.

I see when I read the console output closely that the frame (groupsheet) in control (abilitylist) in class (npc_main) fails to load, so that would seem to be the problem

Some info plus images:
1. The NPC sheet according to the BRP ruleset manual
See attached image for how the NPC sheet should look like as documented in the manual (page 18-20). Also review the manual for how it should work.
44940

2. The NPC sheet on FG Unity
From the console log:

[3/17/2021 11:03:03 AM] FGU: v4.0.10 ULTIMATE (2021-02-04)
[3/17/2021 11:03:03 AM] OS: Windows 10 (10.0.0) 64bit
[3/17/2021 11:03:03 AM] GRAPHICS: NVIDIA GeForce GTX 1060 6GB : 6052
[3/17/2021 11:03:03 AM] UI SCALE: 1
[3/17/2021 11:03:03 AM] USER: peterb
[3/17/2021 11:03:03 AM] Launcher scene starting.
[3/17/2021 11:03:08 AM] Starting private server mode. [(192.168.42.145:1802) (::1:1802)]
[3/17/2021 11:03:08 AM] Game server started. [192.168.42.145:1802]
[3/17/2021 11:03:08 AM] Launcher scene exiting.
[3/17/2021 11:03:08 AM] Tabletop scene starting.
[3/17/2021 11:03:08 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[3/17/2021 11:03:20 AM] MEASURE: RULESETS LOAD - 11.9692502 - Basic Roleplaying
[3/17/2021 11:03:20 AM] MEASURE: EXTENSIONS LOAD - 0.0009995 - 0
[3/17/2021 11:03:21 AM] MEASURE: MODULE LIST BUILD - 1.2363441 - 42
[3/17/2021 11:03:21 AM] MEASURE: REFRESH IMAGE ASSETS - 0.1089327
[3/17/2021 11:03:21 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0089944
[3/17/2021 11:03:21 AM] MEASURE: REFRESH TOKEN ASSETS - 0.1109317
[3/17/2021 11:03:21 AM] MEASURE: ASSET LIST BUILD - 0.2308576
[3/17/2021 11:03:22 AM] MEASURE: LOAD - PART 1 - 14.5121527
[3/17/2021 11:03:23 AM] MEASURE: MODULE LOAD - 0.1488758 - Basic Magic
[3/17/2021 11:03:24 AM] MEASURE: MODULE LOAD - 0.6629214 - BRP Game System X
[3/17/2021 11:03:25 AM] MEASURE: MODULE LOAD - 1.2529906 - BRP Gamemaster Guide
[3/17/2021 11:03:25 AM] MEASURE: MODULE LOAD - 0.1828878 - d100 Spells
[3/17/2021 11:03:26 AM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (v2021-03-09)
[3/17/2021 11:03:26 AM] RULESET: Core RPG ruleset (v2021-03-16) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[3/17/2021 11:03:26 AM] MEASURE: LOAD - PART 2 - 3.7387064
[3/17/2021 11:04:16 AM] [WARNING] windowcontrol: Could not find frame (groupsheet) in control (abilitylist) in class (npc_main)
[3/17/2021 11:04:26 AM] Reloading ruleset and data
[3/17/2021 11:04:26 AM] Tabletop scene exiting.
[3/17/2021 11:04:26 AM] Tabletop scene starting.
[3/17/2021 11:04:26 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[3/17/2021 11:04:36 AM] MEASURE: RULESETS LOAD - 9.7156022 - Basic Roleplaying
[3/17/2021 11:04:36 AM] MEASURE: EXTENSIONS LOAD - 0 - 0
[3/17/2021 11:04:37 AM] MEASURE: MODULE LIST BUILD - 1.1480567 - 42
[3/17/2021 11:04:37 AM] MEASURE: REFRESH IMAGE ASSETS - 0.0879519
[3/17/2021 11:04:37 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0291423
[3/17/2021 11:04:37 AM] MEASURE: REFRESH TOKEN ASSETS - 0.0909435
[3/17/2021 11:04:37 AM] MEASURE: ASSET LIST BUILD - 0.2090299
[3/17/2021 11:04:38 AM] MEASURE: LOAD - PART 1 - 11.903845
[3/17/2021 11:04:39 AM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (v2021-03-09)
[3/17/2021 11:04:39 AM] RULESET: Core RPG ruleset (v2021-03-16) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[3/17/2021 11:04:39 AM] MEASURE: LOAD - PART 2 - 1.1279085

See the attached image for how the NPC sheet looks like:
44941

2. The NPC sheet on FG Classic
a) The ruleset info:
44943
b) how the NPC sheet looks like:
44942

peterb
March 17th, 2021, 11:52
I managed to load a backup from 2017-03-22 of the BRP ruleset. This, pre-CoreRPG, version shows the NPC sheet as per the manual (as expected).

superteddy57
March 17th, 2021, 17:58
Hi I have a major problem with the NPC sheet.

a) It does not look like it should according to the manual.
b) When I open a collection of creatures (using the gamemaster module) and then drags a creature from NPC's to an encounter the resulting entry in the encounter cannot be edited. Nor does it randomly generates stats, in fact the NPC sheet doesn't look like it does in the manual.

I have not worked with NPC for quite some time. For the last few months I have worked with building modules for new spells and equipment and now I was planning to build a module with new creatures. I think I tested the NPC form when the new CoreRPG based version of the BRP ruleset was tested and AFAIK it worked then. I have a few forks of the BRP ruleset back from 2010 but the all fail to open so I cannot reproduce the old form.

I see when I read the console output closely that the frame (groupsheet) in control (abilitylist) in class (npc_main) fails to load, so that would seem to be the problem

Some info plus images:
1. The NPC sheet according to the BRP ruleset manual
See attached image for how the NPC sheet should look like as documented in the manual (page 18-20). Also review the manual for how it should work.
44940

2. The NPC sheet on FG Unity
From the console log:

[3/17/2021 11:03:03 AM] FGU: v4.0.10 ULTIMATE (2021-02-04)
[3/17/2021 11:03:03 AM] OS: Windows 10 (10.0.0) 64bit
[3/17/2021 11:03:03 AM] GRAPHICS: NVIDIA GeForce GTX 1060 6GB : 6052
[3/17/2021 11:03:03 AM] UI SCALE: 1
[3/17/2021 11:03:03 AM] USER: peterb
[3/17/2021 11:03:03 AM] Launcher scene starting.
[3/17/2021 11:03:08 AM] Starting private server mode. [(192.168.42.145:1802) (::1:1802)]
[3/17/2021 11:03:08 AM] Game server started. [192.168.42.145:1802]
[3/17/2021 11:03:08 AM] Launcher scene exiting.
[3/17/2021 11:03:08 AM] Tabletop scene starting.
[3/17/2021 11:03:08 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[3/17/2021 11:03:20 AM] MEASURE: RULESETS LOAD - 11.9692502 - Basic Roleplaying
[3/17/2021 11:03:20 AM] MEASURE: EXTENSIONS LOAD - 0.0009995 - 0
[3/17/2021 11:03:21 AM] MEASURE: MODULE LIST BUILD - 1.2363441 - 42
[3/17/2021 11:03:21 AM] MEASURE: REFRESH IMAGE ASSETS - 0.1089327
[3/17/2021 11:03:21 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0089944
[3/17/2021 11:03:21 AM] MEASURE: REFRESH TOKEN ASSETS - 0.1109317
[3/17/2021 11:03:21 AM] MEASURE: ASSET LIST BUILD - 0.2308576
[3/17/2021 11:03:22 AM] MEASURE: LOAD - PART 1 - 14.5121527
[3/17/2021 11:03:23 AM] MEASURE: MODULE LOAD - 0.1488758 - Basic Magic
[3/17/2021 11:03:24 AM] MEASURE: MODULE LOAD - 0.6629214 - BRP Game System X
[3/17/2021 11:03:25 AM] MEASURE: MODULE LOAD - 1.2529906 - BRP Gamemaster Guide
[3/17/2021 11:03:25 AM] MEASURE: MODULE LOAD - 0.1828878 - d100 Spells
[3/17/2021 11:03:26 AM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (v2021-03-09)
[3/17/2021 11:03:26 AM] RULESET: Core RPG ruleset (v2021-03-16) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[3/17/2021 11:03:26 AM] MEASURE: LOAD - PART 2 - 3.7387064
[3/17/2021 11:04:16 AM] [WARNING] windowcontrol: Could not find frame (groupsheet) in control (abilitylist) in class (npc_main)
[3/17/2021 11:04:26 AM] Reloading ruleset and data
[3/17/2021 11:04:26 AM] Tabletop scene exiting.
[3/17/2021 11:04:26 AM] Tabletop scene starting.
[3/17/2021 11:04:26 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[3/17/2021 11:04:36 AM] MEASURE: RULESETS LOAD - 9.7156022 - Basic Roleplaying
[3/17/2021 11:04:36 AM] MEASURE: EXTENSIONS LOAD - 0 - 0
[3/17/2021 11:04:37 AM] MEASURE: MODULE LIST BUILD - 1.1480567 - 42
[3/17/2021 11:04:37 AM] MEASURE: REFRESH IMAGE ASSETS - 0.0879519
[3/17/2021 11:04:37 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0291423
[3/17/2021 11:04:37 AM] MEASURE: REFRESH TOKEN ASSETS - 0.0909435
[3/17/2021 11:04:37 AM] MEASURE: ASSET LIST BUILD - 0.2090299
[3/17/2021 11:04:38 AM] MEASURE: LOAD - PART 1 - 11.903845
[3/17/2021 11:04:39 AM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (v2021-03-09)
[3/17/2021 11:04:39 AM] RULESET: Core RPG ruleset (v2021-03-16) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[3/17/2021 11:04:39 AM] MEASURE: LOAD - PART 2 - 1.1279085

See the attached image for how the NPC sheet looks like:
44941

2. The NPC sheet on FG Classic
a) The ruleset info:
44943
b) how the NPC sheet looks like:
44942

What is the NPC sheet not able to do currently? You relaying that it doesn't look the same as the older version doesn't help me see what automation is missing. Since the upgrade to +3.0 some visuals were changed to get the code working with the newer features. So showing images of comparisons of what it looked prior won't help in this case.

peterb
March 17th, 2021, 20:53
Hi superteddy57,

I got a bit confused because there was some layout changes and news in the NPC sheet so I didn't recognize myself. In any case, I did some tests.

1. Creating a new NPC from scratch.
The first page (Main)
The current sheet has a different layout and two new data items at the top "Size" and "Reach" which I really don't know what they are used for. Anyway, both versions behave in the same way. There is no difference.

The second page (Combat)
In the current version, the weapon table at the top has a new field on the first line that can be switched from M to R. I guess it stands for Melee and Ranged. The labels are not aligned with the columns. The rest of the page is the same in both versions, except that in the current version the final "s" in the label "Damage Bonus" overlaps the field. Also in the current version the labels in the hit location table are not aligned with the columns.

The third and fourth page (Appearances and Notes)
These pages are identical and also works the same way, even if the are some changes in the layout.

2. Dropping a NPC from BRP Creatures onto the Combat Tracker
I'm testing this by dropping two Bears from BRP Creatures on the Combat Tracker.

The first page (Main).
In the old, pre-CoreRPG version the stats of the bears are generated randomly and the randomized stats are printed in the chat window, but in the current version they are not. In the old version you can edit the stats by default, in the current version they are locked but they can easily be unlocked. In the current version there's a check box "RACE?" which when you unlock the sheet you can uncheck and the NPC sheet is transformed into a specific entry sheet.

In the BRP ruleset manual, on page 18, the Race checkbox is explained:

This is controlled by the Race? check box.
If the entry is a racial template, then it will include the die rolls required to generate characteristics (such as STR: 3D6) whereas if it is for a specific creature or person, it will include the actual values (such as STR: 10). When a specific entry is dropped onto the combat tracker or the encounters list, it copies across as-is. When a racial template is dropped, the ruleset determines characteristics randomly from the die rolls and reports the outcome in the chat box.

This functionality is missing from the current NPC sheet when a template is dropped onto the CT or an encounter. It would seem that the expected behavior is that on a drop from the NPC list a racial template is transformed into a specific entry and on the way its stats are randomly generated and the result is printed in the chat window. As far as I understand it there should be no racial templates in the CT or in an encounter. Also, an entry in CT or an encounter should not have a "RACE?" checkbox.

The second page (Combat)
The same observations as above in 1. is valid here too. The labels in the current version are neither aligned to the columns of the weapon table nor the hit location table. The Damage Bonus label overlaps the textbox in the current version.

The third and fourth page (Appearances and Notes)
These pages are identical and also works the same way, even if the are some changes in the layout.

Finally, there's an error message (or warning rather) in the console log that I posted: "[WARNING] windowcontrol: Could not find frame (groupsheet) in control (abilitylist) in class (npc_main)", that might or might not have something to do with all this.

Hope this helps,
Peter

superteddy57
March 18th, 2021, 00:08
Hi superteddy57,

I got a bit confused because there was some layout changes and news in the NPC sheet so I didn't recognize myself. In any case, I did some tests.

1. Creating a new NPC from scratch.
The first page (Main)
The current sheet has a different layout and two new data items at the top "Size" and "Reach" which I really don't know what they are used for. Anyway, both versions behave in the same way. There is no difference.

This is due to the update to 3.0. All NPCs in CoreRPG have these for interactions with the map. Space is what makes the size of the token larger or smaller and Reach is used for melee calculations. I don't believe Reach is piped in and can be ignored.


The second page (Combat)
In the current version, the weapon table at the top has a new field on the first line that can be switched from M to R. I guess it stands for Melee and Ranged. The labels are not aligned with the columns. The rest of the page is the same in both versions, except that in the current version the final "s" in the label "Damage Bonus" overlaps the field. Also in the current version the labels in the hit location table are not aligned with the columns.

The new field is a new addition to fix hit location to roll correctly on the correct table. Before it would just roll on the melee table and never the missile. The alignment is incorrect as you pointed out and is on my list of clean up.


2. Dropping a NPC from BRP Creatures onto the Combat Tracker
I'm testing this by dropping two Bears from BRP Creatures on the Combat Tracker.
The first page (Main).
In the old, pre-CoreRPG version the stats of the bears are generated randomly and the randomized stats are printed in the chat window, but in the current version they are not. In the old version you can edit the stats by default, in the current version they are locked but they can easily be unlocked. In the current version there's a check box "RACE?" which when you unlock the sheet you can uncheck and the NPC sheet is transformed into a specific entry sheet.

In the BRP ruleset manual, on page 18, the Race checkbox is explained:


This functionality is missing from the current NPC sheet when a template is dropped onto the CT or an encounter. It would seem that the expected behavior is that on a drop from the NPC list a racial template is transformed into a specific entry and on the way its stats are randomly generated and the result is printed in the chat window. As far as I understand it there should be no racial templates in the CT or in an encounter. Also, an entry in CT or an encounter should not have a "RACE?" checkbox.

The second page (Combat)
The same observations as above in 1. is valid here too. The labels in the current version are neither aligned to the columns of the weapon table nor the hit location table. The Damage Bonus label overlaps the textbox in the current version.

The third and fourth page (Appearances and Notes)
These pages are identical and also works the same way, even if the are some changes in the layout.

Finally, there's an error message (or warning rather) in the console log that I posted: "[WARNING] windowcontrol: Could not find frame (groupsheet) in control (abilitylist) in class (npc_main)", that might or might not have something to do with all this.

Hope this helps,
Peter

This is what I was referring to about what automation is missing. The look of the sheet may look different, but if old automation is missing, then it needs to be addressed. The ruleset is quite old and the look may change with the updates that are performed to make it work with the latest version of the core code. I will add it to my list of things to investigate the random attributes and clean up the alignment.

peterb
March 18th, 2021, 07:19
Thanks for the answer. I'll wait for an update.

/Peter

peterb
April 11th, 2021, 12:45
I'm running a new BRP campaign with no extensions.
I'm running on FGU.
I did an update just before running the test.
[4/5/2021 2:29:55 PM] FGU: v4.0.10 ULTIMATE (2021-02-04)
[4/5/2021 2:29:55 PM] OS: Windows 10 (10.0.0) 64bit
[4/5/2021 2:30:45 PM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (v2021-03-09)
[4/5/2021 2:30:45 PM] RULESET: Core RPG ruleset (v2021-04-06) for Fantasy Grounds


In order to replicate this test the "Use Skill Category Bonuses" House Rule needs to be set to "on" in the Prefs window.

When I change the value of a characteristic, I get the following warnings and errors:

[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)

The category bonuses are calculated correctly! Even though FGU throws this error.

I have also tested to do the same on FGC with the latest version of the ruleset(s) and there where no errors and the category bonuses where calculated correctly. I also did a test with a pre-coreRPG version of the Basic Roleplaying ruleset (in FGC) and there where no errors and the calculations where correct.

As far as I can see the code (in the function recalc) is the same in the post-coreRPG and the pre-coreRPG versions of the ruleset. I've tried to come up with a fix but so far I have failed, so any help is appreciated.

superteddy57
April 11th, 2021, 23:42
I'm running a new BRP campaign with no extensions.
I'm running on FGU.
I did an update just before running the test.
[4/5/2021 2:29:55 PM] FGU: v4.0.10 ULTIMATE (2021-02-04)
[4/5/2021 2:29:55 PM] OS: Windows 10 (10.0.0) 64bit
[4/5/2021 2:30:45 PM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (v2021-03-09)
[4/5/2021 2:30:45 PM] RULESET: Core RPG ruleset (v2021-04-06) for Fantasy Grounds


In order to replicate this test the "Use Skill Category Bonuses" House Rule needs to be set to "on" in the Prefs window.

When I change the value of a characteristic, I get the following warnings and errors:

[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (bonus)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)
[4/11/2021 1:17:27 PM] [ERROR] Handler error: [string "charsheet_skillcategory"]:28: attempt to index global 'catname' (a nil value)

The category bonuses are calculated correctly! Even though FGU throws this error.

I have also tested to do the same on FGC with the latest version of the ruleset(s) and there where no errors and the category bonuses where calculated correctly. I also did a test with a pre-coreRPG version of the Basic Roleplaying ruleset (in FGC) and there where no errors and the calculations where correct.

As far as I can see the code (in the function recalc) is the same in the post-coreRPG and the pre-coreRPG versions of the ruleset. I've tried to come up with a fix but so far I have failed, so any help is appreciated.

Thank you for the report. It will be added to my list of bug checks.